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The Nvidia NV1 , manufactured by SGS-Thomson Microelectronics under the model name STG2000 , was a multimedia PCI card announced in May 1995 and released in November 1995. It was sold to retail by Diamond as the Diamond Edge 3D .

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44-434: The NV1 featured a complete 2D / 3D graphics core based upon quadratic texture mapping , VRAM or FPM DRAM memory, an integrated 32-channel 350 MIPS playback-only sound card, and a Sega Saturn -compatible joypad port. As such, it was intended to replace the 2D graphics card, Sound Blaster -compatible audio systems, and 15-pin joystick ports , then prevalent on IBM PC compatibles. Putting all of this functionality on

88-598: A rigid motion : other rigid motions include rotations and reflections. A translation can also be interpreted as the addition of a constant vector to every point, or as shifting the origin of the coordinate system . A translation operator is an operator T δ {\displaystyle T_{\mathbf {\delta } }} such that T δ f ( v ) = f ( v + δ ) . {\displaystyle T_{\mathbf {\delta } }f(\mathbf {v} )=f(\mathbf {v} +\mathbf {\delta } ).} If v

132-572: A rotation in Euclidean space . rotates points in the xy - Cartesian plane counterclockwise through an angle θ about the origin of the Cartesian coordinate system . To perform the rotation using a rotation matrix R , the position of each point must be represented by a column vector v , containing the coordinates of the point. A rotated vector is obtained by using the matrix multiplication R v . Since matrix multiplication has no effect on

176-413: A scale factor that is the same in all directions. The result of uniform scaling is similar (in the geometric sense) to the original. A scale factor of 1 is normally allowed, so that congruent shapes are also classed as similar. (Some school text books specifically exclude this possibility, just as some exclude squares from being rectangles or circles from being ellipses.) More general is scaling with

220-614: A vector v = ( v x , v y , v z ), each homogeneous coordinate vector p = ( p x , p y , p z , 1) would need to be multiplied with this projective transformation matrix: As shown below, the multiplication will give the expected result: Since the last component of a homogeneous coordinate can be viewed as the denominator of the other three components, a uniform scaling by a common factor s (uniform scaling) can be accomplished by using this scaling matrix: For each vector p = ( p x , p y , p z , 1) we would have which would be homogenized to A convenient way to create

264-430: A complex image is to start with a blank "canvas" raster map (an array of pixels , also known as a bitmap ) filled with some uniform background color and then "draw", "paint" or "paste" simple patches of color onto it, in an appropriate order. In particular the canvas may be the frame buffer for a computer display . Some programs will set the pixel colors directly, but most will rely on some 2D graphics library or

308-462: A promising and interesting device. NV1's biggest initial problem was its cost and overall quality. Although it offered credible 3D performance, its use of quadratic surfaces was not popular, and was quite different than typical polygon rendering. The audio portion of the card received merely acceptable reviews, with the General MIDI receiving lukewarm responses at best (a critical component at

352-406: A separate scale factor for each axis direction. Non-uniform scaling ( anisotropic scaling , inhomogeneous dilation ) is obtained when at least one of the scaling factors is different from the others; a special case is directional scaling or stretching (in one direction). Non-uniform scaling changes the shape of the object; e.g. a square may change into a rectangle, or into a parallelogram if

396-612: A single card led to significant compromises, and the NV1 was not very successful in the market. A modified version, the NV2, was developed in partnership with Sega for the Sega Dreamcast , but ultimately dropped. Nvidia's next stand-alone product, the RIVA 128 , focused entirely on 2D and 3D performance and was much more successful. Several Sega Saturn games saw NV1-compatible conversions on

440-447: A sound card with a MIDI daughtercard connector. Additionally, NV1's 2D speed and quality were not competitive with many of the high-end systems available at the time, especially the critical-for-games DOS graphics speed. Many customers were simply not interested in replacing their often-elaborate system setups with an expensive all-in-one board and so the heavy integration of NV1 hurt sales simply through inconvenience. Market interest in

484-474: A sound model for certain techniques such as mitered joints and the even–odd rule . Layered models are also used to allow the user to suppress unwanted information when viewing or printing a document, e.g. roads or railways from a map , certain process layers from an integrated circuit diagram, or hand annotations from a business letter. In a layer-based model, the target image is produced by "painting" or "pasting" each layer, in order of decreasing depth, on

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528-546: A specific order. The ordering is usually defined by a single number (the layer's depth , or distance from the viewer). Layered models are sometimes called "2 1 ⁄ 2 -D computer graphics". They make it possible to mimic traditional drafting and printing techniques based on film and paper, such as cutting and pasting; and allow the user to edit any layer without affecting the others. For these reasons, they are used in most graphics editors . Layered models also allow better spatial anti-aliasing of complex drawings and provide

572-406: A translation matrix can be obtained by reversing the direction of the vector: Similarly, the product of translation matrices is given by adding the vectors: Because addition of vectors is commutative , multiplication of translation matrices is therefore also commutative (unlike multiplication of arbitrary matrices). In linear algebra , a rotation matrix is a matrix that is used to perform

616-405: Is a fixed vector, then the translation T v will work as T v ( p ) = p + v . If T is a translation, then the image of a subset A under the function T is the translation of A by T . The translation of A by T v is often written A + v . In a Euclidean space , any translation is an isometry . The set of all translations forms the translation group T , which

660-407: Is isomorphic to the space itself, and a normal subgroup of Euclidean group E ( n ). The quotient group of E ( n ) by T is isomorphic to the orthogonal group O ( n ): Since a translation is an affine transformation but not a linear transformation , homogeneous coordinates are normally used to represent the translation operator by a matrix and thus to make it linear. Thus we write

704-610: Is known as inverting color or color inversion , and is often used in graphical user interfaces for highlighting, rubber-band drawing, and other volatile painting—since re-painting the same shapes with the same color will restore the original pixel values. The models used in 2D computer graphics usually do not provide for three-dimensional shapes, or three-dimensional optical phenomena such as lighting, shadows , reflection , refraction , etc. However, they usually can model multiple layers (conceptually of ink, paper, or film; opaque, translucent , or transparent —stacked in

748-415: Is not commonly used in dimensions higher than 3; there is a notion of a rotational displacement , which can be represented by a matrix, but no associated single axis or angle. Rotation matrices are square matrices , with real entries. More specifically they can be characterized as orthogonal matrices with determinant  1: The set of all such matrices of size n forms a group , known as

792-406: Is used, with the x axis to the right and the y axis up, the rotation R( θ ) is counterclockwise. If a left-handed Cartesian coordinate system is used, with x directed to the right but y directed down, R( θ ) is clockwise. Such non-standard orientations are rarely used in mathematics but are common in 2D computer graphics, which often have the origin in the top left corner and the y -axis down

836-446: The special orthogonal group SO( n ) . In two dimensions every rotation matrix has the following form: This rotates column vectors by means of the following matrix multiplication : So the coordinates (x',y') of the point (x,y) after rotation are: The direction of vector rotation is counterclockwise if θ is positive (e.g. 90°), and clockwise if θ is negative (e.g. -90°). If a standard right-handed Cartesian coordinate system

880-693: The 1950s, based on vector graphics devices . These were largely supplanted by raster-based devices in the following decades. The PostScript language and the X Window System protocol were landmark developments in the field. 2D graphics models may combine geometric models (also called vector graphics ), digital images (also called raster graphics ), text to be typeset (defined by content, font style and size, color, position, and orientation), mathematical functions and equations , and more. These components can be modified and manipulated by two-dimensional geometric transformations such as translation , rotation , and scaling . In object-oriented graphics ,

924-402: The 3-dimensional vector w = ( w x , w y , w z ) using 4 homogeneous coordinates as w = ( w x , w y , w z , 1). To translate an object by a vector v , each homogeneous vector p (written in homogeneous coordinates) would need to be multiplied by this translation matrix : As shown below, the multiplication will give the expected result: The inverse of

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968-426: The 4 entries of a rotation matrix with 2 rows and 2 columns. In 3-dimensional space, every rotation can be interpreted as a rotation by a given angle about a single fixed axis of rotation (see Euler's rotation theorem ), and hence it can be simply described by an angle and a vector with 3 entries. However, it can also be represented by the 9 entries of a rotation matrix with 3 rows and 3 columns. The notion of rotation

1012-464: The NV1 cards and have an equal gameplay experience.) However, experience with both Saturn and NV1's 3D-rendering architecture in the Saturn ultimately led the company to abandon quadratic 3D-rendering architecture altogether, in favor of a more traditional architecture that operated on triangle primitives . NVIDIA's strong desire to stick with their maturing quadratic forward texture mapping technology

1056-613: The NV1. NV2 built upon its predecessor's unusual quadratic 3D-rendering architecture. It was initially considered for use in Sega's Dreamcast console, due to the relationship cultivated between NVidia and Sega over the porting of Sega arcade and Saturn console titles over to the PC platform, where the similarity in NV1's and Saturn's 3D-rendering architecture aided in the porting process. (The NV1 graphics cards had 2 Sega Saturn gamepad ports integrated so that Saturn titles could be easily ported over to

1100-402: The NV2 and started on a new architecture, a.k.a. "NV3" or RIVA 128 . 2D computer graphics 2D computer graphics is the computer-based generation of digital images —mostly from two-dimensional models (such as 2D geometric models , text, and digital images) and by techniques specific to them. It may refer to the branch of computer science that comprises such techniques or to

1144-411: The PC such as Panzer Dragoon and Virtua Fighter Remix . However, the NV1 struggled in a market place full of several competing proprietary standards, and was marginalized by emerging triangle polygon -based 2D/3D accelerators such as the low-cost S3 Graphics ViRGE , Matrox Mystique, ATI Rage , and Rendition Vérité V1000 among other early entrants. It ultimately did not sell well, despite being

1188-500: The card had been designed solely for 3D acceleration. During the NV1's release timeframe, the transition from VLB / ISA ( 486s ) to PCI ( Pentiums and late model 486 boards) was taking place, and games often used MIDI for music because PCs were still generally incapable of large-scale digital audio playback due to storage and processing power limitations. Reaching for the best music and sound quality, and flexibility with MS-DOS audio standards, often required 2 sound cards be used, or

1232-475: The case of one or more negative scale factors. The latter corresponds to a combination of scaling proper and a kind of reflection: along lines in a particular direction we take the reflection in the point of intersection with a plane that need not be perpendicular; therefore it is more general than ordinary reflection in the plane. In projective geometry , often used in computer graphics , points are represented using homogeneous coordinates . To scale an object by

1276-468: The case where v x = v y = v z = k , the scaling is also called an enlargement or dilation by a factor k, increasing the area by a factor of k and the volume by a factor of k . Scaling in the most general sense is any affine transformation with a diagonalizable matrix . It includes the case that the three directions of scaling are not perpendicular. It includes also the case that one or more scale factors are equal to zero ( projection ), and

1320-439: The expected result: Such a scaling changes the diameter of an object by a factor between the scale factors, the area by a factor between the smallest and the largest product of two scale factors, and the volume by the product of all three. The scaling is uniform if and only if the scaling factors are equal ( v x = v y = v z ). If all except one of the scale factors are equal to 1, we have directional scaling. In

1364-406: The fabled checker paint which used to be available only in cartoons ). Painting a pixel with a given color usually replaces its previous color. However, many systems support painting with transparent and translucent colors, which only modify the previous pixel values. The two colors may also be combined in more complex ways, e.g. by computing their bitwise exclusive or . This technique

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1408-442: The image is described indirectly by an object endowed with a self- rendering method —a procedure that assigns colors to the image pixels by an arbitrary algorithm. Complex models can be built by combining simpler objects, in the paradigms of object-oriented programming . In Euclidean geometry , a translation (geometry) moves every point a constant distance in a specified direction. A translation can be described as

1452-623: The image than 3D computer graphics (whose approach is more akin to photography than to typography). In many domains, such as desktop publishing , engineering , and business , a description of a document based on 2D computer graphics techniques can be much smaller than the corresponding digital image—often by a factor of 1/1000 or more. This representation is also more flexible since it can be rendered at different resolutions to suit different output devices . For these reasons, documents and illustrations are often stored or transmitted as 2D graphic files . 2D computer graphics started in

1496-436: The machine's graphics card , which usually implement the following operations: Text, shapes and lines are rendered with a client-specified color. Many libraries and cards provide color gradients , which are handy for the generation of smoothly-varying backgrounds, shadow effects, etc. (See also Gouraud shading ). The pixel colors can also be taken from a texture, e.g. a digital image (thus emulating rub-on screentones and

1540-491: The models themselves. 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography , cartography , technical drawing , advertising , etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of

1584-507: The product quickly ended when Microsoft announced the DirectX specifications, based upon triangle polygon rendering. This release by Microsoft of a major industry-backed API that was generally incompatible with NV1 ended Nvidia's hopes of market leadership immediately. While demos of quadratic rendered round spheres looked good, experience had proved working with quadratic texture maps was extremely difficult. Even calculating simple routines

1628-408: The screen or page. See below for other alternative conventions which may change the sense of the rotation produced by a rotation matrix . Particularly useful are the matrices for 90° and 180° rotations: In Euclidean geometry , uniform scaling ( isotropic scaling , homogeneous dilation , homothety ) is a linear transformation that enlarges (increases) or shrinks (diminishes) objects by

1672-410: The sides of the square are not parallel to the scaling axes (the angles between lines parallel to the axes are preserved, but not all angles). A scaling can be represented by a scaling matrix. To scale an object by a vector v = ( v x , v y , v z ), each point p = ( p x , p y , p z ) would need to be multiplied with this scaling matrix : As shown below, the multiplication will give

1716-411: The time due to the superior sound quality produced by competing products). The Sega Saturn console was a market failure compared to Sony's PlayStation or Sega's earlier Sega Genesis , and so the unique and somewhat limiting support of these gamepads was of limited benefit. Nvidia , by integrating all of these usually separate components, raised their costs considerably above what they would have been if

1760-743: The virtual canvas. Conceptually, each layer is first rendered on its own, yielding a digital image with the desired resolution which is then painted over the canvas, pixel by pixel. Fully transparent parts of a layer need not be rendered, of course. The rendering and painting may be done in parallel, i.e., each layer pixel may be painted on the canvas as soon as it is produced by the rendering procedure. Layers that consist of complex geometric objects (such as text or polylines ) may be broken down into simpler elements ( characters or line segments , respectively), which are then painted as separate layers, in some order. However, this solution may create undesirable aliasing artifacts wherever two elements overlap

1804-452: The zero vector (i.e., on the coordinates of the origin), rotation matrices can only be used to describe rotations about the origin of the coordinate system. Rotation matrices provide a simple algebraic description of such rotations, and are used extensively for computations in geometry , physics , and computer graphics . In 2-dimensional space, a rotation can be simply described by an angle θ of rotation , but it can be also represented by

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1848-400: Was a great cause of friction between Sega and NVIDIA. One part of the equation was undoubtedly that Sega's PC games division. A quadratic 3D game engine would be very difficult to port over to just about any other contemporary 3D graphics hardware, all of which used triangle primitives and inverse-texture mapping . More importantly, although consumer 3D hardware was still in its infancy, there

1892-464: Was general consensus within the industry that triangle primitives with inverse-texture mapping would be standard going forward. Sega ultimately selected NEC / VideoLogic's PowerVR 2 to power the 3d-graphics in its Dreamcast console. Because the demand was not there from Sega, and the PC market had drastically changed direction away from QTM due to the popularity of the triangle polygon-based OpenGL and DirectX , NVIDIA abandoned further development of

1936-402: Was problematic. Nvidia did manage to put together limited Direct3D support, but it was slow and buggy (software-based), and no match for the native triangle polygon hardware on the market. Subsequent NV1 quadratic-related development continued internally as the NV2. NV2 was to be NVIDIA's second PC 3D accelerator graphics chip, but it was cancelled before completion. It was planned to succeed

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