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Modern Graphics Card Background
The evolution of the modern graphics card
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.
The graphics industry that existed before that largely consisted of a more prosaic 2D, non-PC architecture, with graphics boards better known by their chip’s alphanumeric naming conventions and their huge price tags. 3D gaming and virtualization PC graphics eventually coalesced from sources as diverse as arcade and console gaming, military, robotics and space simulators, as well as medical imaging.
The early days of 3D consumer graphics were a Wild West of competing ideas. From how to implement the hardware, to the use of different rendering techniques and their application and data interfaces, as well as the persistent naming hyperbole. The early graphics systems featured a fixed function pipeline (FFP), and an architecture following a very rigid processing path utilizing almost as many graphics APIs as there were 3D chip makers.
While ...
... 3D graphics turned a fairly dull PC industry into a light and magic show, they owe their existence to generations of innovative endeavour. This is the first installment on a series of four articles that in chronological order, take an extensive look at the history of the GPU. Going from the early days of 3D consumer graphics, to the 3Dfx Voodoo game-changer, the industry's consolidation at the turn of the century, and today's modern GPGPU.
Part 1: (1976 - 1995) The Early Days of 3D Consumer Graphics
Part 2: (1995 - 1999) 3Dfx Voodoo: The Game-changer
Part 3: (2000 - 2006) The nvidia
vs. ATI Era Begins
Part 4: (2006 - 2013) The Modern GPU: Stream processing units a.k.a. GPGPU
Part 5: (2013 - 2020) Coming soon!
1976 - 1995: The Early Days of 3D Consumer Graphics
The first true 3D graphics started with early display controllers, known as video shifters and video address generators. They acted as a pass-through between the main processor
and the display. The incoming data stream was converted into serial bitmapped video output such as luminance, color, as well as vertical and horizontal composite sync, which kept the line of pixels in a display generation and synchronized each successive line along with the blanking interval (the time between ending one scan line and starting the next).
A flurry of designs arrived in the latter half of the 1970s, laying the foundation for 3D graphics as we know them. RCA’s “Pixie” video chip (CDP1861) in 1976, for instance, was capable of outputting a NTSC compatible video signal at 62x128 resolution, or 64x32 for the ill-fated RCA Studio II console.
The video chip was quickly followed a year later by the Television Interface Adapter (TIA) 1A, which was integrated into the Atari 2600 for generating the screen display, sound effects, and reading input controllers. Development of the TIA was led by Jay Miner, who also led the design of the custom chips for the Commodore Amiga computer later on.
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