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Thursday, February 24th 2000
GigaPixel Architecture
08:51 PM
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3DGN.Com posted an article on GigaPixel's upcoming Giga3D architecture, which explains various aspects of the upcoming tech. Here's a particularly tasty bit from the article:

" First, the Giga3D goes under a process known as 'binning'. This is where the Giga3D reads all the information needed in the scene and makes note of everything that must be used in rasterization. Tiles are arranged and the binning engine finds out which polygons will be on which tile. Then comes the visibility process, where everything that isn't visible in the final image is discarded, and fillrate is saved by a ton. This will help alot in games where lots of textures are used, as polygons using a texture that is not visible(behind a wall or under opaque water) will not be loaded from memory, or the polygon isn't rasterized. "

 
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