PICA200
PICA200 is a
It was announced at SIGGRAPH 2005, and an operational demo, "Mikage", was presented in collaboration with Futuremark at SIGGRAPH 2006.[2]
Overview
The PICA200 is the successor to the ULTRAY2000, a proof of concept graphics workstation presented at SIGGRAPH 2005, created with the goal of testing DMP's attempts at a low power fixed-function "MAESTRO" GPU architecture.[3]
The PICA200 implements the "MAESTRO-2G" architecture and supports programmable vertex shaders and geometry shaders, with a fixed-function fragment stage. It is advertised as supporting OpenGL ES 1.1 with certain proprietary extensions.[4]
The PICA200 has up to 4 programmable vertex processors which can work in parallel. One of those processors, the "primitive engine", can be used as either vertex processor or a geometry processor.[5]
Some MAESTRO-2G extensions include, per-pixel lighting[6] (where the lighting is calculated per pixel instead of per vertex), procedural texture generation,[7] bidirectional reflectance distribution function (BRDF),[6] Cook-Torrance specular highlights,[6] polygon subdivision (through geometry shaders),[8] soft shadow projection, and fake subsurface scattering[9] (similar to two-sided lighting).[10]
Applications
The PICA200 is used as the GPU for the Nintendo 3DS portable handheld game console.[11]
Specification
- Manufacturing process: 65 nm[8]
- Maximum clock frequency 400 MHz
- Pixel performance (theoretical):
- Vertex performance (theoretical):
- Power consumption: 0.5-1.0 mW/MHz[8]
- Frame Buffer max. 4095×4095 pixels
- Supported pixel formats: RGBA4444, RGB565, RGBA5551, RGBA8888
- Vertex program (ARB_vertex_program)
- Render to Texture
- Hardware Transform and Lighting(T&L)
- MipMap
- Bilinear texture filtering
- Alpha blending
- Full-scene anti-aliasing (2×2)
- Phong Shading
- Cel Shading
- Perspective-Correct Texture Mapping
- Dot3 Bump Mapping/Normal Mapping.
- Shadow Mapping
- Shadow Volumes
- Self-Shadowing
- Lightmapping
- Environment Mapping/Reflection Mapping
- Volumetric Fog[13]
- Post-processing effects like motion, bloom, depth of field, HDR rendering, gamma correction
- Polygon offset
- Depth Test, Stencil Test, Alpha Test.
- Clipping, Culling
- 8-bit stencil buffer
- 24-bit depth buffer
- Single/Double/Triple buffer
- 5-Stage TEV Pipeline
- TEV Combiner Buffer(Only the first four TEV stages can write to the combiner buffer)
- Color Combiners, Alpha Combiners, Texture Combiners.
- DMP's MAESTRO-2G technology:
- per-pixel lighting
- fake sub-surface scattering
- procedural texture
- refraction mapping
- subdivision primitive
- shadow
- gaseous object rendering
- bidirectional reflectance distribution function
- Cook-Torrance Model
- polygon subdivision
- soft shadowing
References
- ^ "Digital Media Professionals Inc at Computex 2012". YouTube. Jun 7, 2012. Archived from the original on 2021-12-21. Retrieved Jun 4, 2021.
- ^ "DMP Shows Capabilities of the PICA Platform with Demo from Futuremark". July 25, 2006. Retrieved June 4, 2021.
- ^ "Zenji Nishikawa's "PICA200" course for 3D game fans by Zenji Nishikawa (Part 1)". July 15, 2010. Retrieved June 4, 2021.
- ^ "Procedural texture generation unit and saving video memory". August 15, 2006. Archived from the original on August 26, 2010. Retrieved August 26, 2010.
- ^ "Primitive processing and advanced shading architecture for embedded space - HPG 2011" (PDF). August 6, 2011. Retrieved June 4, 2021.
- ^ a b c "Zenji Nishikawa's "PICA200" course for 3D game fans (Part 2)". July 16, 2010. Retrieved June 4, 2021.
- ^ "Procedural texture generation unit and saving video memory". August 15, 2006. Archived from the original on August 26, 2010. Retrieved August 26, 2010.
- ^ a b c d e "[Page64] DMP Inc. PICA graphics core" (PDF). EuroGraphics 2008, Crete. April 14–18, 2008.
- ^ "K. Kolchin, CURVATURE BASED RENDERING METHOD AND DEVICE FOR TRANSLUCENT MATERIALS SUCH AS SKIN OF HUMAN BODY, JP2008250577 (A)". October 16, 2008.
- ^ "Simon Green, GPU Gems 2, Chapter 16. Real-Time Approximations to Subsurface Scattering". August 15, 2006.
- ^ "Press Release: DMP 3D Graphics IP core "PICA200" is adopted by Nintendo 3DS". Digital Media Professionals Inc. (DMP). June 21, 2010. Archived from the original on September 20, 2010. [html] "Press Release: DMP 3D Graphics IP core "PICA200" is adopted by Nintendo 3DS". Archived from the original on 2010-08-25. Retrieved 2010-08-26. [pdf]
- ^ a b "PICA 200 3D Graphics IP (product brochure)" (PDF). Digital Media Professionals Inc. (DMP). June 11, 2010. Archived from the original (PDF) on July 4, 2010.
- ^ "The Nintendo 3DS Knows How to Make Fog, It's Built on a Chip - Siliconera". Archived from the original on 2017-10-16. Retrieved 2016-01-29.