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ULTRAY2000

ULTRAY2000 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 ULTRAY2000 rather than just read about it. In short: ULTRAY2000 is a concept chip for 3D graphics processing designed by Digital Media Professionals Inc. (DMP), a Japanese GPU design company.

Key takeaways

  • ULTRAY2000 belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect ULTRAY2000 to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of ULTRAY2000 from memory before moving on to harder problems.

Reference excerpt

ULTRAY2000 is a concept chip for 3D graphics processing designed by Digital Media Professionals Inc. (DMP), a Japanese GPU design company. It was used for real-time 3D graphics. It was produced in 0.13 μm TSMC manufacturing process and contained more than 100 million CMOS transistors, with GPU core clock running at 200 MHz and its integrated memory controller having support for DDR-400 memory. DMP announced ULTRAY2000 concept chip on July 21, 2005, and its first exhibition was at SIGGRAPH 2005. The first sample shipments were scheduled for the fall of 2005. ULTRAY2000 adopted a design where a fixed graphics pipeline architecture coexists with an advanced instruction programmable core. ULTRAY2000 features proprietary modelled algorithms for generating physical light reflection and shadow properties for various materials embedded on the visual processor chip as hardware specific features (“MAESTRO” technology). This feature gave the chip ability to process real-life looking 3D graphics at high resolution in real time. It was succeeded by the PICA200.

Specification SIGGRAPH 2005's public exhibition card:

Core clock 200 MHz produced in 130 nm TSMC process 256 MB DDR-400 SDRAM on 256-bit memory bus - 12.8 GB/s memory bandwidth PCI interface bus supporting both 64-bit/66 MHz and 32-bit/33 MHz cards Display outputs support with digital DVI-I and RGB analog Dsub-15 8DE-15/HD-15) connectors - only one display could be connected to output Support for OpenGL 2.0, OpenGL ES 2.0 and Java Mobile 3D Graphics for J2ME (JSR-000184) APIs - Mobile 3D Graphics for J2ME is more widely known as M3G 1.0/1.1 since 2007 NOTE: Exhibited part has not supported PCI Express bus because of high licensing fees, and the project's main business plan was focused on embedded platforms.

DMP “MAESTRO” and “MAESTRO-2G” Technology

“MAESTRO” Technology “MAESTRO” is a sophisticated technology developed by modeling various computer graphics algorithms for later hardware implementation on proprietary solutions so that they can be built on silicon as advanced graphics solutions based on customer demands. “MAESTRO” technology features:

Shading Maestro (previously known as Material Maestro) - bidirectional reflectance distribution function (BRDF), subsurface scattering (SSS), which enable fast eye-candy rendering with various combinations of light reflection modeling to run at a higher resolution Figure Maestro - figure processing technology that executes within the primitive processing, it includes geometry processing (Geometry Shader --"Geo Shader") and generating polygon subdivision (a.k.a. Tessellation) Shadow Maestro - shadow rendering enhancement which combines innovative shadow map generation method and shadow filtering process in generating shadow that applies to the final display space, and thus enable creation of beautiful partial soft-edged shadows and self shadows. Particle Maestro - providing support for high-quality rendering of fuzzy objects which needs specific particle projection, quickly drawing gaseous form objects and beautifully renders clouds, smoke, gas and other fuzzy objects Glare Maestro - hardware support for rendering lens flare and glare textures

“MAESTRO-2G” Technology “MAESTRO-2G” technology is further refinement of previous “MAESTRO” generation focused on ability to render images at even higher resolutions by reducing processing contents size and memory bandwidth usage, and thus contributing to reducing energy consumption at the system level. “MAESTRO-2G” technology additionally features:

Mapping Maestro - rendering algorithms for embedded graphics systems based on the texture mapping (specifically bump mapping, cube mapping, multitexturing, etc.) and procedural texturing reduced contents size and memory bandwidth requirements an by that improves overall application performance and removes any notion about previously supported Glare Maestro feature.

References

Worked examples

Example 1 — a first encounter with ULTRAY2000

Start with the simplest possible case. Write down what ULTRAY2000 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 ULTRAY2000 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 ULTRAY2000 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 ULTRAY2000

In research
ULTRAY2000 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 ULTRAY2000 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
ULTRAY2000 is common in secondary-school and first-year university syllabi. It links to neighbouring topics Graphics hardware, Graphics processing units, so understanding it makes those chapters shorter.
In everyday life
Look for ULTRAY2000 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 ULTRAY2000 in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what ULTRAY2000 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 ULTRAY2000 out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is ULTRAY2000 in simple terms?

ULTRAY2000 is a concept chip for 3D graphics processing designed by Digital Media Professionals Inc. (DMP), a Japanese GPU design company.

Why does ULTRAY2000 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 ULTRAY2000?

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 ULTRAY2000.

Tags

  • Graphics hardware
  • Graphics processing units

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