MicroSoft's Talisman
Initiative
Link: http://www.research.microsoft.com/SIGGRAPH96/Talisman/
What is Talisman?
- New Architecture for interactive media, principally focused on 3D graphics
- Leverages spatial and temporal coherence in dynamic scenes to significantly
improve price-performance
- Developed in conjunction with major PC industry partners and will be
broadly licensed.
Fundamental Forces - Limitations of traditional
architecture
- Huge memory bandwidth required for high quality
- DRAM bandwidth improving 12% annually on average
- Quality features (i.e. anti-aliasing, texture filtering) drive bandwidth
requirements higher
- 640x480, 16-bit color, 16-bit Z, Point sample, no anti-aliasing, 30
Hz refresh = 240 MB/sec
- 640x480, 24-bit color, 24-bit Z, TrilinearMIP, No anti-aliasing, 60
Hz refresh = 1900 MB/sec
- 640x480, 24-bit color, 24-bit Z, Anisotropic, anti-aliasing, 75 Hz
refresh = 5300 MB/sec
- Increase the resloution to 800x600 = 8300 MB/sec
- Increase to 1024x768 = 14,200 MB/sec!!!!!
- Animation achieved through brute force
- Re-rendering entire frames at refresh rates
Hardware Architecture of Talisman
- Composited Image Layers
- Independent objects are rendered into seperate image layers
- Object images updated only when they change
- Object resolutions can vary
- Image layers are alpha-composited at video rates
- Full affine transformation of each image layer at video rates
- Typical that 4 frames/oject reuse
- Chunking
- Each image layer is rendered in 32x32 chunks
- All polygons for a 32x32 chunk are rendered before proceeding to next
chunk
- Allows a 32x32 depth buffer to be on-chip
- Anti-aliasing supported with depth buffering and tranlucency using
on-chip fragment buffer
- Compression
- Image compression used for texture and image layers
- Lossless (i.e. entropy encoding) and lossy (i.e. jpeg-like) compression
supported
- Significantly reduces bandwidth and capacity requirements
- 16:1 compression of textures
- 5:1 compression of rendered image layers
- High quality rendering(Increased Realism)
- Anisotropic filtering of textures
- Filter shape is dynamically adjusted based on surface orientation
- Multi-pass rendering
- Filtered Shadows, reflection maps
- Anti-aliasing (simultaneous z-buffering, transulcency)
- Bandwidth reduction
- 640x480 = 87 MB/sec; 800x600 = 135 MB/sec; 1024x768 = 220 MB/sec
Reference Hardware Implementation


- Renders into a 32x32 buffer (32 bits color, 24 bit depth per pixel)
- Seperate buffer maintains edge pixel information
- Texture data is decompressed and filtered
- Anti-aliasing is performed as a seperate step
- Resulting 32x32 image is then compressed and stored
- Image Layer Compositor

- 32 scanlines processed together
- Data structure maintains a z-sorted list of image layers (set of chunks)
visible in each 32 s-line region
- Performs affine transformations (scaling, rotation, translation (sub-pixel),
and shear)
- Pixel and alpha passed to the Compositing Buffer at 4 pixels per clock
cycle
- Compositing Buffer/DAC
- Ping pong 1344x32x24 bit scanline buffers
- display one while updating the other
- 1344x32x8 bit alpha buffer
- Four pixels are alpha-composed into the scanline buffer each clock
cycle
- Video data is transferred from the scanline buffer to the LUT-DAC at
video rates
- Performance
- 20-30K polygon complexity (1024x768)
- Updated at full video refresh rate
- With anti-aliasing, anisotropic filtering, and z-buffering
- 1344x1024 desktop resolution, 32 bit/pixel
- 40 Mpixel/sec polygon rendering rate
- 320 Mpixel/sec image layer compositing rate
- Reference Implementation Partners
- Media DSP - Samsung Semiconductor, Philips
- Polygon and Image Layer chips - Cirrus Logic, Silicon Engineering,
Inc.
- Compositing Buffer/DAC and Interface chip - Fujitsu Microelectronics
- Many other vendors working on derivative designs
Conclusions
- Exploits spatial coherence through image compression
- Exploits temporal coherence through image transforms and video rate
compositing
- Dramatically reduces memory bandwidth requirements to enable consumer
cost targets
- Supported by major PC industry players