CompuServe Thread

#Future of 3DS and GLiNT

16 messages in this thread
#112265From: krazy imagesJul 11, 1994 8:28 PM
Hi all, I have been talking with Osman Kent, President of 3DLabs, about the future of GLiNT. I am very excited with the launch of GLiNT boards and the effects that they could have on the future of 3D in any platform and, specially, any platform running 3DS. But here we have the present. Right now, little could be done in R3. People like Pavel are writing IPAS software to allow realtime 3D previews on 3DS, because it seems that, simply, the inline drivers structure and the 3DS graphics engine don't allow 3D acceleration (if I am wrong, please tell me). I think that we all need/have/must push this technology as much as we can. The boards will be really cheap, specially compared to the SGI beasts and, althought not comparable with a Reality Engine, they have an impressive performance, comparable to the Elan engines. IMHO, support for this technology will lead to: 1. Lower prices caused by the general market acceptance and support. 2. Since GLiNT is an scalable chip, we will see in a not too far away future more (faster) chips and developements. Future boards that will guide us into a new age in the desktop imaging arena. How we can support this kind of developments? For sure, an hypothetical port of 3DS to NT will allow direct OpenGL support. But right now, we are working with R3, and R4 is still far in the horizon. If I buy a GLiNT board now, how can I use it in 3DS? I made Osman. Nevertheless, I think it could be _great_ to hear how the 3DS community thinks about this subject. We all have been talking about realtime 3D in 3DS for years, but now it is time that we decide what this support is going to look and feel. We have the key to make realtime 3D in 3D Studio a reality. Here are my suggested IPAS programs for GLiNT: a-Move across a scene freely and in realtime, just like in a 3D game, controlling speed/orientation/FOV/zoom/etc. with a mouse and the keyboard (with an option to save that the moves as camera path/data for the keyframer for editing/use in the final render). b-See a selected object(s) in a realtime window. c-Save high quality previews of final keyframer scenes using the GLiNT processor. This doesn't have to be realtime (but near realtime). Posibility of save to different formats such as TGA, TIF, FLx. d-The posibility of applying textures to an object in realtime and adjusting texture data on the fly. Could this be done without getting into the inners of 3DS? e-Applying lighting in realtime/near realtime like in Painter's "Apply Lighting" filter, using some kind of Gouraud preview window of the scene. What do you think about this ideas? What are your ideas? Isn't 3D wonderful? <g> I will be grateful to recieve all your suggestions since I am planning to archive them and send them to 3DLabs as a formal wishlist. Thanks in advance, ana /krazy images
#112312From: John TissavaryJul 12, 1994 12:01 AM
I hope somebody jumps on a GLiNT IPAS. Your suggestions are right on! Most of this stuff is being hacked out by Pavel right now for the MGA, but the texture mapping, of course, is not. I'd be curious to know about that as well. I'd love to see a full screen, hot-key callable preview!!! with real-time interaction and recording. John Tissavary (LUNA cie)
#112399From: krazy imagesJul 12, 1994 10:58 AM
If you have any idea/suggestion/wish/order <g> to pass to 3DLabs, I would be glad to hear you. They are open to any kind of GLiNT impletantions in 3DS. Come on, I am sure that everyone has "fantasies" about realtime 3D in 3DS. This GLiNT 300SX thing could make anything (up to 300k polygons per second in 24bits, gouraud shaded, clipped, stencilled, antialiased and alpha-blended. Still doesn't have data for the 300TX (the highend chip). Shout them out! <g>
#112343From: Accu-WeatherJul 12, 1994 7:52 AM
Your first idea is at the top of my list also. At the '89 NAB I saw Caligari's 3D program for the Amiga (I believe it was called Broadcast?) and I was impressed by their ability to manipulate the wireframe view in realtime w/ the mouse. I tried to find something similar for the Mac w/ no luck; I believe this is true still today (am I correct?). Add to your list the ability to preview IPAS effects in realtime. I know disks 6&7 make great strides toward this but all the old disks would benefit w/ this new capability.
#112457From: krazy imagesJul 12, 1994 3:40 PM
Thanks for your suggestions. I am sure that the realtime flythrought will be in the final 3DS support package. I have my doubts about how this could be done. Not because of the chip but because of 3DS. Maybe Gary could jump in and make a few comments about these ideas. Or the Vibrant guys. Or Pavel. 🙂 I am not sure about your suggestions about IPAS effects realtime preview. If the maker of the IPAS take into account GLiNT, maybe this could be done. Even then, only a some IPAS programs will be able to use the GLiNT features. Gary? <g>
#112571From: Yost GroupJul 13, 1994 12:49 AM
Ana, you're jumping the gun with this GLint stuff. At least wait till it exists in product form!
#112720From: krazy imagesJul 13, 1994 2:34 PM
After the release it will be too late. Please note that they want to give direct support to 3DS with the first shipping boards, which are due in Fall Comdex. Certainly, we CAN'T say that about ANY board maker arround. I think that all the support we can give to the chip and this kind of technologies will be always be too small. We need to push the envelope. Moreover, this kind of support will only benefit 3DS and the 3DS community… why do you find it excessive?
#112740From: Yost GroupJul 13, 1994 4:03 PM
1) The boards won't be out till this Fall. 2) Without a board, an IPAS developer can't do a thing. 3) These boards will require PCI-bus machines, which are still a very small percentage of the installed base.
#112752From: Osman KentJul 13, 1994 4:57 PM
While it is true that the boards from our customers will not be out until this fall last week we released a GLiNT simulator to our Early Access Customers to kick start the third-party software development. This simulator is curretly limited to Windows and is implemented as a VxD mimicking GLiNT 100% (except the speed of course). If there was a genuine need we could release a dos version too. We have been using this tool (and its Sun equivalent) in house ourselves for the past 12 months and it has been very useful for us to port a compliant OpenGL, X-Windows and Windows drivers. So in theory at least porting of 3DS could start now. Our close developers are also porting their 3D APIs using the simulator right now. However, our view is that we need to understand the needs of the 3DS community before we embark on a major development effort. Hence, we are watching the dialogue here with interest. The comment about the PCI is right but again our view here is that 3DS users demand top machines with Pentia where PCI would fit the bill. IDC predicts that there will be around 4.5M PCI machines by the end of 1995. I would be happy to answer any other questions anybody has about GLiNT and related matters.
#112764From: John TissavaryJul 13, 1994 5:13 PM
Having a texture map capable hardware accelerator would be very helpful to me. I'm a very visceral kind of person, and have a hard time dealing with reduced "bandwidth" previews. You products will certainly influence the type of computer I purchase in the future, and who's grapics boards I'll be buying. There is no question that the 3DS community will rally behind an affordable 3d hardware accelerator as long as it is supported by 3DS applications (including 3ds itself at some point, I would hope).
#112771From: Yost GroupJul 13, 1994 6:25 PM
There ya go… IPAS is a DOS platform, and as you said, your simulator is Windows-only. Regardless, I'm not here to talk about development issues. Ana asked me a question and I just gave her my spin on it.
#112791From: krazy imagesJul 13, 1994 8:29 PM
You already have read Osman's reply about the DOS simulator. Seems to me that the ball is in your side now. As for the PCI need… well, who is going to buy an ISA/EISA/VLB machine in the next couple of months in this forum? <g> Do you mean that it won't be profitable in the short run because there are not enough PCI based computers arround? PCI is here to stay. I love the idea of be able to put that GLiNT board in my DEC now, and then put it in the PowerMac or whatever it comes next. As for the IPAS, if someone gets smart enough to associate their IPAS with the GLiNT, they will have an advantage over the next guy in the block. These guys at 3DLabs are willing to give support to everybody supporting GLiNT. This means that Vibrant could call them and say, ok, give us a DOS simulator and we will write something for the GLiNT boards. And who says Vibrant says Pavel or Joe "the IPASMAN" Smith. If there is enough demand from IPAS developers (and that could mean you pushing the technology, since the Yost IPAS are models of what an IPAS should be), the DOS simulator WILL be a reality. I see people building systems arround this class of hardware, not only arround a CPU, only to run a killing combo (3DS/GLiNT=SGI class graphics engine) at an unbeatable price. Seriously, I think that making cheap 3D in 3DS a reality requires a compromise from all the parts involved. If the Yost Group support this hardware, everyone will follow you. That's why I find your comments so important (like always 🙂 Gary, please take this message as a friendly suggestion. I am not pushing GLiNT because it is a great piece of technology but because I want to see 3DS at the top. 3DS supported the Targa and the Vista because they were/are industry standards. Now I think it is time for 3DS to make an industry standard (that BTW, will help 3DS to win more fans and clear one of the last SGI software/3DS frontiers). Cheers! ana /krazy images
#112606From: Pavel KorenskyJul 13, 1994 6:44 AM
>a-Move across a scene freely and in realtime, just like in a 3D game, >b-See a selected object(s) in a realtime window. It is possible without problem. >c-Save high quality previews of final keyframer scenes using the GLiNT There is the problem with morphing. But this can be solved (I hope). >d-The posibility of applying textures to an object in realtime and adjusting >texture data on the fly. Could this be done without getting into the inners of >3DS? As far as I know, the GLiNT in the SX version has no support for hardware assisted textures. The DX version will be able to do HW textures, with separate texture memory. >e-Applying lighting in realtime/near realtime like in Painter's "Apply We will see. I haven't enough informations about GLiNT API etc. But definitely, I am trying to collect as much informations as possible. I would like to make something for GLiNT/3DS.
#112792From: krazy imagesJul 13, 1994 8:29 PM
Pavel, This is starting to sound very good. Thanks for the reply! ana /krazy images
#112711From: James Coulter[Mindscape]Jul 13, 1994 2:08 PM
>> a-Move across a scene freely and in realtime<< I would definately put this as the priority item. The more interactive the previewing process, the more artistic or realistic we can be. It is a MUCH NEEDED tool. >> b-See a selected object(s) in a realtime window. << Yes, this could be incorporated indirectly with item a. >> c-Save high quality previews of final keyframer scenes using the GLiNT processor. << This also dovetails nicely with item a. >> d-The posibility of applying textures to an object in realtime << I think this is a great idea. I would like to have a tool where I could stretch a texture around an object like silly putty. >> e-Applying lighting in realtime/near realtime like in Painter's "Apply Lighting" filter, using some kind of Gouraud preview window of the scene. << I will second that idea too. Lighting is another area that needs more interactivity. If we want 3DS to remain on the bleading edge, we need to do more than sit around and let the Yost Group do all the work. If nothing more, we can vocally support some hardware improvements that will close the gaps against the major players. ("Pomp and Glory" music playing in the background.) I think GLiNT can do this, but timing is of the essence! In three years my solar pocket calculator will be able to do real-time playback. We need this stuff NOW and I am confident that we would gladly divy-up to anyone that fills the need!
#112779From: krazy imagesJul 13, 1994 7:12 PM
Glad you liked the ideas! (do you have any more ideas?) As for the timing and support, you know what I think about that. That's why 3DLabs need the ideas now: to have the 3DS support ready for GLiNT based boards first release. I DON'T want to see GLiNT supporting only OpenGL, 3DR, other 3D APIs, AutoCAD and Microstation but not 3DS. And I don't want to wait for 3DS to support OpenGL or any other 3D API in order to get a GLiNT board. Now, the only way is IPAS. The future is on Gary's hands, though (and I am happy about that 🙂 We have there Matrox ignoring 3DS (until Pavel comes with his IPAS), Artist ignoring 3DS and we have GLiNT willing to support EVERYTHING, including 3DS. Are we going to turn our backs to a company who is offering us what nobody offered before? Are we blind? 🙂 Maybe I am taking this too personally, but I don't think so. I want affordable realtime 3D and that's why I want feedback from everybody in the forum. Like you say, realtime 3D is what 3DS needs NOW. 60K polys/S could be good for optimize, but 300K/s is what we really need for maximum productivity. Not to talk about what the 300TX chip could do. I am not asking support to Autodesk or the Yost Group, just to the individuals in this forum, to add ideas and make a positive statement about this technology. ps.BTW, I have nothing to do with 3DLabs, except for my support to GLiNT.