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CS10 TriTech Pyramid3D TR25201


This item is from the PC 3D Graphics Accelerators FAQ, by Blair MacIntyre with numerous contributions by others. (v1.2).

CS10 TriTech Pyramid3D TR25201

The information in the section was taken from the TriTech Microelectronics International homepage at http://www.tritech-sg.com/

The Pyramid3D family of 3D accelerator devices is designed for acceleration of games, 3D applications and user interfaces. It offers full compatibility with the new 3D standards (including Direct3D for Windows 95) and old applications (built-in VGA support). In addition, Pyramid3D delivers the performance you would expect from a serious 3D solution. It can render 800 000 z-buffered, textured, and Gouraud shaded 25 pixel triangles per second. In addition to speed, the architecture also provides a wide range of features, some of which have never been implemented in hardware before.

Pyramid3D Highlights:

* Unified memory architecture for efficient memory utilization

* Low host overhead because geometry can be stored in local memory

* Perspective correction for both texture and true-color shading

* Complex shading effects including bump mapping and specular lighting

* Multiple simultaneous lighted textures with filtering

* Object oriented scene storage in local memory

* Programmable geometry engine

* Programmable pixel pipeline

The family currently consists of TR25201 and TR25202. They are similar except that only the TR25201 version contains the geometry engine. Both are highly integrated single chip solutions for 3D graphics acceleration on the PC. They combine high rendering quality and speed with an architecture that makes building PCI based 3D Accelerator boards both easy and cost-effective.


* Fixed point arithmetic optimized for 3D calculations

* Upgradable microcode allows feature upgrades

* Scene data can be stored in local memory

* Scene data format programmable

* Triangles, lines and 2D regions supported

* Primitive rotation, projection and clipping supported

* Programmable lighting modes with support for colored lights

* Programmable atmospheric effects including volumetric fog


* Programmable pixel pipeline

* User specifiable blending

* Perspective correct true-color Gouraud lighting

* Perspective correct transparency

* Perspective correct texture mapping

* Multiple simultaneous textures

* Environment mapping

* Bump mapping

* Stencil operations

* Logic operations

* Specular highlights

* Properly handled lighted textures

* Rasterized screen door transparency

* Destination blending for transparency effects

* Fog and depth cue with vertex level control


* Texture magnification filtering with point sampling or bilinear filtering

* Texture minification filtering with point sampling or MIP mapping

* Trilinear filtering possible

* Texture sizes from 32x32 pixels to 1024x1024 pixels (nonrectangular


* Amount of texture maps limited only by available memory

* Texture can be looped, mirrored or have a solid color border

* RGB map formats: 32 bit RGBA and 16 bit RGB and 16 bit RGBA

* Indexed map formats: 8 bit and 4 bit

* Indexed maps have an internal 256 color 32-bit palette (RGBA)

* Full blending and filtering possible with indexed maps

* Real time texture paging and animation

* Rendering directly to texture maps possible


* 2-32 Mbytes of SDRAM, SGRAM or EDO DRAM supported

* Memory bus width 64 bits or 32 bits

* Memory bandwidth up to 800 MBytes/sec with 64 bit bus

* Unified memory architecture for frame buffer, geometry and textures


* Virtual resolutions up to 2048 x 2048 pixels

* 24 bit or 16 bit color (dithering supported)

* 24 bit or 16 bit depth buffer

* 1 bit stencil mask

* Frame buffer can be accessed in RGB or YUV format.

* Support for double and triple buffering and stereo imaging

Video refresh

* Display resolutions from 320 x 200 to 1600 x 1200 pixels

* Internal video refresh logic

* Internal programmable clock generator (up to 135MHz)

* Internal true-color DAC (up to 135MHz pixel clock)

Physical Characteristics

* 304-pin BGA packaging

* 100 MHz operation

* I/O interface at 3.3V


* Compatible VGA core

* Drivers for Microsoft Windows 95

* Drivers for DirectDraw and Direct3D (both immediate and retained modes)


* 1 000 000 randomly rotated Gouraud shaded 25 pixel triangles per second

* 800 000 randomly rotated textured Gouraud shaded 25 pixel triangles per second

* Pixel fill rate 50 000 000 pixels per second

Pyramid3D engineering samples will be available in summer 1996. Developer kits will be made available along with the engineering samples.

For more information, contact: Kok Chin Chang, Product Manager Graphics Prodcuts, kcchang@tmi.com.sg.


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