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The history of the modern graphics processor

59 点作者 kaptain将近 11 年前

8 条评论

rayiner将近 11 年前
&gt; The evolution of the modern graphics processor begins with the introduction of the first 3D add-in cards in 1995, followed by the widespread adoption of the 32-bit operating systems and the affordable personal computer.<p>What? No.<p>The evolution of the modern graphics processor begins with the development of commercial 3D systems in the 1980&#x27;s. Jim Clark founded SGI in 1982 based on his work into hardware acceleration of geometry computations for 3D at Stanford. By the mid-1980&#x27;s, SGI workstations were able to handle 3D modeling and animation locally: <a href="http://en.wikipedia.org/wiki/Silicon_Graphics#IRIS_2000_and_3000_series" rel="nofollow">http:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Silicon_Graphics#IRIS_2000_and_...</a>.<p>You can find some of Clark&#x27;s papers on the hardware here: <a href="http://www.computer.org/csdl/mags/co/1980/07/01653711.pdf" rel="nofollow">http:&#x2F;&#x2F;www.computer.org&#x2F;csdl&#x2F;mags&#x2F;co&#x2F;1980&#x2F;07&#x2F;01653711.pdf</a> (1980); <a href="http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.359.8519" rel="nofollow">http:&#x2F;&#x2F;citeseerx.ist.psu.edu&#x2F;viewdoc&#x2F;summary?doi=10.1.1.359....</a> (1982). I can&#x27;t find a good reference describing the rasterization side of the pipeline, though the second paper describes it very briefly on page 132.<p>There&#x27;s a really neat website going into details of early 3D consumer chips: <a href="http://vintage3d.org" rel="nofollow">http:&#x2F;&#x2F;vintage3d.org</a>. It&#x27;s very interesting, though again it should be noted that these products came out in the 1990&#x27;s, well after hardware acceleration of 3D was well-established in the workstation market.
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adwf将近 11 年前
It&#x27;s an interesting topic in that I remember just how much of a revolution the original Voodoo card was to gaming (for me anyway). These new cards didn&#x27;t just enable slightly prettier graphics like a new card would today, they enabled entire new <i>genres</i> of game. If anything, the art quality actually took a step back for a while (some of those sprites were gorgeous), but the new 3D effects more than made up for it.<p>I imagine products like the Oculus Rift will hopefully have the same effect on gaming. New ideas that we could barely imagine before will now be within reach.
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jasode将近 11 年前
A nice complementary text (programmer&#x27;s perspective) to the history of the hardware is the epic stackexchange answer: <a href="http://programmers.stackexchange.com/a/88055" rel="nofollow">http:&#x2F;&#x2F;programmers.stackexchange.com&#x2F;a&#x2F;88055</a>
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mpweiher将近 11 年前
More wrong: the 6845 was not used in the Apple II.
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Lennu将近 11 年前
It always amazes me how so bad quality graphics back in the 90s or early 2000 looked so bad but still everybody thought they were great and amazing (at least I thought).<p>Probably we think now that we have good looking graphics but after 15 years of development they aren&#x27;t so good anymore.. AMD&#x2F;ATI and NVIDIA have done great work over the years.
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stox将近 11 年前
Some interesting history here in a discussion of 3DFX: <a href="https://www.youtube.com/watch?v=3MghYhf-GhU" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=3MghYhf-GhU</a>
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blt将近 11 年前
Ha ha, look at the capacitors soldered across the through-hole ICs on that first ATI board from 1987. Only took a couple years to get to sophisticated SMT boards.
aw3c2将近 11 年前
An article like that should really cite it&#x27;s sources.
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