From: John Costella <jpc@physics.unimelb.EDU.AU>
Subject: TECH: Galilean Antialiasing project
Date: Mon, 20 Nov 1995 14:49:11 +1100 (EETDT)


A few weeks ago I mentioned here that we are revitalising
a project on spatio-temporal antialiasing of VR graphical
hardware ("Galilean Antialiasing") at the University of
Melbourne, beginning in 1996.

I got a number of responses to the post (and a jump in
accesses to my WWW page), so I thought that for the benefit 
of those who weren't reading this newsgroup in 1992 I'd 
review briefly what on earth the project is all about :-) 
and let you know what we have in the pipeline.

The basic idea is that the frame buffer (the chunk of RAM 
that contains the pixels) at the end of your graphics card, 
which has been essentially unchanged in form since 
Sutherlandian times, is ill-suited to realtime 3-d graphics: 
when you draw into the frame buffer, the image remains 
*static* until the next update. This is great for things 
that *should* stand still (e.g. the window drawn around your 
Netscape application!), but is terrible for objects that 
are moving, stretching, rotating, and so on: it causes your 
virtual world to "clunk, clunk, clunk" along, jumping every 
time a new update is supplied. 

So I wrote a somewhat rambling paper back in '92 in which
I showed expicitly that it is feasible to build a "smarter"
hardware frame buffer, which "knows" how to move the pixels 
*between updates*, hence keeping the world flowing smoothly 
along, while the graphical engine is generating another 
update. The "blueprints" for several "generations" of such 
frame buffers were described, with various levels of trade-
off between graphical acceleration, and design complexity 
and cost. It should be noted that this approach can be
applied to the end of ALL graphical architectures; for 
example, a 3-D polygon-rendering accelerator board can be 
FURTHER accelerated by having a "smart" frame buffer between 
it and the display device.
 
So where does sci.virtual-worlds come into this? Well, back
in '92, there was lots of brouhaha about Eyephone and
Dataglove patents, and lots of lawyers flying about with
law suits, which I admit didn't sit well with my own
academic background in Engineering and Physics research.
So I decided to put my paper directly into the public
domain, and render the concepts unpatentable (at least under
U.S. patent law). I also had this great idea that people 
might be able to sort of "publish" things on the Internet, 
bypassing paper-based publishers altogether. Of course, 
peer review is an important part of the publication process, 
so I needed to "e-publish" the paper in such a way that 
I could have it "reviewed online". 

So I asked our honourable moderators of sci-vw at the 
time, Bob and Mark, whether it could be "e-published" on 
sci.virtual-worlds, complete. They agreed. And so some 
time in November 1992 the paper (broken into four parts, 
because it was too damn long!) was posted, and also 
desposited (in one piece!) in the HITL sci-vw archives.

Of course, since then the World Wide Web has come along,
and now every second computer article is espousing the
new idea of "publishing on the Net". But at the time
many people thought it was all a bit too radical. ;-)

Anyhow, there were some fine critical reviews of the
paper in this group (probably still there in the archives
somewhere), which helped smooth out a few rough edges.
Most helpful were those from employees of Silicon Graphics,
who could see potential in the algorithm for a *software* 
implementation, but who preferred the "buy more polygons
per second" approach to hardware. I disagreed (and still 
do); but the reviews are a good read.

So where has it gone since then? Well firstly I posted
a somewhat more polished, concise paper to sci.v-w
in early 1993. (Both papers are now also on my WWW page.)
The idea was applied to the realm of *non*-real-time 
3-d graphics rendering (again, as a software algorithm 
rather than in hardware) by Chen and Williams (see 
SIGGRAPH '93). But, essentially, no-one has yet built 
an accelerator card based on the idea, unless they have 
kept it very quiet.

So here we are in 1995, and I am again in a position to
pursue some good VR research. We will have an Elec Eng
postgrad using some of this new FPGA technology (Field
Programmable Gate Arrays---they're quite amazing :-)
to build some research prototypes in 1996, and I would
hope that we would have proof-of-concept prototypes, 
perhaps with something in VLSI, by the end of the year. 
We are pursuing this as a research project, again with 
the hope that it will be taken up by a manufacturer 
once we show them how to build it. :-) Of course it is
harder to give something away than to sell it. 8-)

So why am I telling you all this? Well we would like to
continue to provide sci-virtual.worlds readers with 
the same updates on progress as when the project was
seeded three years ago. We will be working first on 
expanding on and optimising the theory of the device, 
using software simulation, and then begin to implement
the simplest "generation" in hardware.

Of course, the Net now has the WWW, which means that 
papers and reports can be deposited on a web page; I'll 
simply post a URL to the group, and a brief comment. 

Assuming, of course, that our honourable moderator Toni
does not object to such updates? :-)

John Costella

====================================================================
Dr John P. Costella   School of Physics, The University of Melbourne
jpc@physics.unimelb.edu.au         http://www.ph.unimelb.edu.au/~jpc
Tel: +61 3 9344-5435    AH: +61 3 9768-9268     Fax: +61 3 9347-4783
====================================================================

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