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PICA200

PICA200 is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand PICA200 rather than just read about it. In short: PICA200 is a graphics processing unit (GPU) designed by Digital Media Professionals Inc. (DMP), a Japanese GPU design startup company, for use in embedded devices such as vehicle systems, mobile phones, cameras, and game consoles.

Key takeaways

  • PICA200 belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect PICA200 to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of PICA200 from memory before moving on to harder problems.

Reference excerpt

PICA200 is a graphics processing unit (GPU) designed by Digital Media Professionals Inc. (DMP), a Japanese GPU design startup company, for use in embedded devices such as vehicle systems, mobile phones, cameras, and game consoles. The PICA200 is an IP Core which can be licensed to other companies to incorporate into their SOCs. It was most notably licensed for use in the Nintendo 3DS. It was announced at SIGGRAPH 2005, and an operational demo, "Mikage", was presented in collaboration with Futuremark at SIGGRAPH 2006.

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. 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. 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. The "primitive engine" also allows the ability to do more complex operations including, but not limited to Catmull–Clark subdivision and Loop subdivision Some MAESTRO-2G extensions include, per-pixel lighting (where the lighting is calculated per pixel instead of per vertex), procedural texture generation, bidirectional reflectance distribution function (BRDF), Cook-Torrance specular highlights, polygon subdivision (through geometry shaders), soft shadow projection, and fake subsurface scattering (similar to two-sided lighting).

Applications The PICA200 is used as the GPU for the Nintendo 3DS portable handheld game console. PICA200 was also incorporated into the NV7 3D/2D graphics LSI, which was announced mainly for amusement equipment and later reported as part of an embedded 3D graphics platform aimed at arcade and digital-signage systems.

Specification Manufacturing process: 65 nm Maximum clock frequency 400 MHz Pixel performance (theoretical): 400 Megapixel/s @100 MHz 800 Megapixel/s @200 MHz Vertex performance (theoretical): 40Mtriangle/s @100 MHz 15.3Mpolygon/s @200 MHz Power consumption: 0.5-1.0 mW/MHz 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 Light-mapping Environment Mapping/Reflection Mapping Volumetric Fog 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

External links PICA200 3D Graphics IP PICA200 block diagram SIGGRAPH 2006 - 日本発のGPUテクノロジー「PICA200」が公開 (August 15, 2006) ニンテンドー3DSにDMPの3DグラフィックスIPコア「PICA200」が採用された理由 (June 22, 2010)

Worked examples

Example 1 — a first encounter with PICA200

Start with the simplest possible case. Write down what PICA200 claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to PICA200 before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about PICA200 ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of PICA200

In research
PICA200 appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses PICA200 in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
PICA200 is common in secondary-school and first-year university syllabi. It links to neighbouring topics Graphics hardware, Graphics processing units, Nintendo chips, so understanding it makes those chapters shorter.
In everyday life
Look for PICA200 outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study PICA200 in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what PICA200 means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain PICA200 out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is PICA200 in simple terms?

PICA200 is a graphics processing unit (GPU) designed by Digital Media Professionals Inc. (DMP), a Japanese GPU design startup company, for use in embedded devices such as vehicle systems, mobile phones, cameras, and game consoles.

Why does PICA200 matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study PICA200?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on PICA200.

Tags

  • Graphics hardware
  • Graphics processing units
  • Nintendo chips

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