Silicon Reality Taz-3D 07 Jul 1998
See Silicon Reality TAZ-3D for more info.
From 3Dxtc: Silicon
Reality's first chip, the TAZ-3D has architectural roots stretching back as far as 1982.
This, in a good sense, these guys know exactly what they're doing and have blessed the
chip with some interesting more or less new features never seen before. Examples of these
are single pass trilinear mip-mapping, giving excellent texture map quality, 9-bit digital
to analog signal converter giving supreme gamma correction and 32 bit rendering pipeline.
The chip also features three fog tables giving a possibility of many different fog types.
To this point it's all good, but nothing really special. The inevitable question of speed
arises... In this section the TAZ-3D offers comparable specs to the PVRSG and MGA G200,
1.7 million polygons per second isn't anything revolutionary but should be able to kick at
least some Voodoo2 ass. Pricewise the chip has got real potential. Costing merely 15$ per
chip (in large quantities of purchase, but anyway..) cards powered by it can be expected
to cost around 100$.
Evans and Southerland bought Silicon Reality in Jun98.
Here is what SRI has to say about their new baby:
The TAZ-3D Core pipeline is designed to calculate pixels with full 32-bit accuracy.
The 9-bit digital to analog converters and optional gamma correction provide the most accurate color display available from a single chip controller at high resolution.
Single chip to combine 3-D, 2-D and VGA with dedicated texture memory interface and polygon setup.
Single chip to offer complete polygon and texture parameter setup with rasterization Polygon setup ("setup") is done after the geometry transformation operation is accomplished by the host CPU and is the process that prepares polygon data for the rasterization operation.
The TAZ-3D Core technology provides very complete and efficient parameter format conversion and delta calculation including texture parameters. It accepts both floating and fixed point parameters and accepts Direct3-D formats without modification by the driver software.
Single chip to offer single-pass perspective correct, tri-linear mip-mapping with automatic level of detail.
Tri-linear mip-mapping requires the selection of two mip-mapped levels for calculating the pixel value from the texture map. Four texels from each level are used to compute two weighted averages then a linear interpolation is made between the two averaged pixels from each level. The selection of the mip-map levels (or levels of detail) are selected by the hardware automatically in the TAZ-3D Core.
The TAZ-3D Core provides high quality perspective correct fog that is computed for each pixel in hardware. This computation is independent of and operates at full rate in parallel with other pixel computations. The three fog tables allow a variety of fog types, such as linear, exponential, exponential squared, or even non-monotonic.
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3D Geometry Setup Features
3D Texture Mapping Features
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3D Rendering Features and
Special Effects
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Memory Features
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2D Graphics Features
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Video Features
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Additional
Features
Host Bus Interface
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Package and Voltage
High Performance Drivers and Software
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