RERe: DTED/Landsat Data Source

New Message Reply Date view Thread view Subject view Author view

Javier Castellar (javier++at++sixty)
Fri, 9 Jun 1995 18:02:28 -0700


>> Anyway, if you visit Mtn View anytime soon, please check out our 60hz real
>> time texture paging 1 and 10m per texel applications showing there. We are
>> still ahead. Thank God ...
>>
>Some day we'll be able to publicly show you our 250 nm^2 satellite textured
>3-channel flight sim running at 120Hz on a 4 CPU RE2...but you need OpenGVS
>from Gemini instead of Performer.
>
>(Sorry...I know this is the Performer mailing list, but I couldn't help
myself)
>
>Tom Payne
>Director of Marketing
>Gemini Technology

You did mentioned the size of this terrain but you did not say the terrain
resolution as well as the texture resolution neither the plane speed. Also you
mentioned 3-channel 120Hz video mode that as far as i know does not exist on a
single pipe machine. If you are using a MCO option you CAN NOT get 3 channel in
stereo (assuming that 120Hz means stereo). Maybe do you need a 3 pipe RE2
machine ?

Explaining that you have a 250 nm^2 (does it means 15.8x15.8 nm^2 terrain?)
terrain does not mean anything without talking about the geometry and texture
resolution of the terrain. In any case the CA&D people is talking about a
terrain which is over the size of the hardware texture memory resolution (no
matter if RM4 or RM5).

In the examples that the CA&D guys mentioned they are talking about a flight
simulator working at 60Hz rock solid while paging. The paging is necessary
because the following calculus: The texture resolution in his demostration was
10m per texel and even 1m when data is available . It means that for areas of
250x250 nm^2 it will be around 40,000x40,000 rgb texture for 10m with some
insets of 1m in some areas.
Assuming that you are talking about the same resolution and SIZE (if not, it is
not the same level of flight simulation) it means that you will manage about
3.1 GB of texture memory in the 10m case with some insets of about 150MB per
airport or area of interest (1m/texel) assuming 250x250 nm instead of 15.8x15.8
nm (=250nm^2). In the examples that we have here we are flying over all the bay
area at 10m texel and 1m texel, it is around 0.5GB of texture in real time at
supersonic speed. (we have not more because we could not get more data)

In the CA&D flight simulation (pure Performer+GL API program) they can manage
this level of resolution (non limited area at 1m texel 10m geometry and
10m/texel and 100m/vertex for the overall database). If you are talking about
the same kind of simulator WITHOUT using performer i would like to see it.

If you talk about one program which can manage 250x250 nm^2 at 10m/texel
100m/vertex with insets of 1m/texel 10m/vertex running at 60Hz 1kx0.7k channels
... you are talking about IRIS Performer instead of OpenGVS.

(Sorry...but this is the Performer mailing list, and i shouldn't help myself)

-Javier

-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier++at++asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone:                  (415)-390-1589 *
* Advanced Graphics	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8U-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************

New Message Reply Date view Thread view Subject view Author view

This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:51:35 PDT

This message has been cleansed for anti-spam protection. Replace '++at++' in any mail addresses with the '@' symbol.