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Geometric manipulation of modelling primitives, such as that performed by a geometry pipeline, is the first stage in computer graphics systems which perform image generation based on geometric models. While geometry pipelines were originally implemented in software, they have become highly amenable to hardware implementation, particularly since the advent of very-large-scale integration (VLSI) in the early 1980s. A device called the Geometry Engine developed by Jim Clark and Marc Hannah at Stanford University in about 1981 was the watershed for what has since become an increasingly commoditized function in contemporary image-synthetic raster display systems.

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  • Geometry pipelines (en)
  • ジオメトリエンジン (ja)
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  • ジオメトリエンジン (Geometry engine) とは、3DCG における座標変換を専門的に行うソフトウェアやハードウェアのことである。 物体を3DCGで表現する際、頂点座標などのデータを基にコンピュータ内に作られた仮想的な3次元空間へ構築されるが、最終的にはスクリーン(モニター)へ描画する必要があり、そのスクリーンは平面(2次元)であるため、3次元から2次元への座標変換(ジオメトリ処理)を行う必要がある。こういった変換は膨大な浮動小数点の演算が必要なため、CPUにも負荷がかかる。その処理を専用に行うソフトウェアやハードウェアが、ジオメトリエンジンである。 ソフトウェアの場合は、プログラマが変換処理を行いやすいようにまとめられた命令群(ライブラリ)である。 (ja)
  • Geometric manipulation of modelling primitives, such as that performed by a geometry pipeline, is the first stage in computer graphics systems which perform image generation based on geometric models. While geometry pipelines were originally implemented in software, they have become highly amenable to hardware implementation, particularly since the advent of very-large-scale integration (VLSI) in the early 1980s. A device called the Geometry Engine developed by Jim Clark and Marc Hannah at Stanford University in about 1981 was the watershed for what has since become an increasingly commoditized function in contemporary image-synthetic raster display systems. (en)
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  • Geometric manipulation of modelling primitives, such as that performed by a geometry pipeline, is the first stage in computer graphics systems which perform image generation based on geometric models. While geometry pipelines were originally implemented in software, they have become highly amenable to hardware implementation, particularly since the advent of very-large-scale integration (VLSI) in the early 1980s. A device called the Geometry Engine developed by Jim Clark and Marc Hannah at Stanford University in about 1981 was the watershed for what has since become an increasingly commoditized function in contemporary image-synthetic raster display systems. Geometric transformations are applied to the vertices of polygons, or other geometric objects used as modelling primitives, as part of the first stage in a classical geometry-based graphic image rendering pipeline. Geometric computations may also be applied to transform polygon or repair surface normals, and then to perform the lighting and shading computations used in their subsequent rendering. (en)
  • ジオメトリエンジン (Geometry engine) とは、3DCG における座標変換を専門的に行うソフトウェアやハードウェアのことである。 物体を3DCGで表現する際、頂点座標などのデータを基にコンピュータ内に作られた仮想的な3次元空間へ構築されるが、最終的にはスクリーン(モニター)へ描画する必要があり、そのスクリーンは平面(2次元)であるため、3次元から2次元への座標変換(ジオメトリ処理)を行う必要がある。こういった変換は膨大な浮動小数点の演算が必要なため、CPUにも負荷がかかる。その処理を専用に行うソフトウェアやハードウェアが、ジオメトリエンジンである。 ソフトウェアの場合は、プログラマが変換処理を行いやすいようにまとめられた命令群(ライブラリ)である。 (ja)
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