OpenGL is an application program interface that is used to define 2D and 3D computer graphics. This cross-platform API is generally considered to set the standard in the computer industry when it comes to this type of interaction with 2D computer graphics and has also become the usual tool for use with 3D graphics as well. Short for Open Graphics Library, OpenGL eliminated the need for programmers to rewrite the graphics section of an operating system each time a business would upgrade to a new version of the system.
The basic function of OpenGL is to issue a specific collection of executables or commands to the operating system. In doing so, the program works with the existing graphics hardware that resides on the hard drive or other specified source. Each command in the set is designed to engage a certain drawing action, or launch a specific special effect associated with the graphics.
Creating commands in OpenGL can take place in two different ways. First, it is possible for the programmer to create and save a list of commands that can engage on a recurring basis. This is one of the more routine ways that the program interface is used. Along with establishing groups of more or less permanent commands, it is also possible to create and execute one time commands within the perimeters of the computer graphics as well.
Along with the ability to interface with the operating system and make good use of the resident graphics hardware, OpenGL also provides a number of built-in protocols that may be of use to the end user. Among these features are such tools as alpha blending, texture mapping, atmospheric effects, and surface removal. These tools can be engaged with any operating system currently in use.
Originally developed by Silicon Graphics, OpenGL is now considered the standard for the industry. The application program interface is actively supported by Microsoft, which offers free downloads of OpenGL libraries for use on Windows systems. OpenGL also works very well with Open Inventor, an object-oriented programming tool also created by Silicon Graphics.
OpenGL is an application program interface that is used to define 2D and 3D computer graphics. This cross-platform API is generally considered to set the standard in the computer industry when it comes to this type of interaction with 2D computer graphics and has also become the usual tool for use with 3D graphics as well. Short for Open Graphics Library, OpenGL eliminated the need for programmers to rewrite the graphics section of an operating system each time a business would upgrade to a new version of the system.
The basic function of OpenGL is to issue a specific collection of executables or commands to the operating system. In doing so, the program works with the existing graphics hardware that resides on the hard drive or other specified source. Each command in the set is designed to engage a certain drawing action, or launch a specific special effect associated with the graphics.
Creating commands in OpenGL can take place in two different ways. First, it is possible for the programmer to create and save a list of commands that can engage on a recurring basis. This is one of the more routine ways that the program interface is used. Along with establishing groups of more or less permanent commands, it is also possible to create and execute one time commands within the perimeters of the computer graphics as well.
Along with the ability to interface with the operating system and make good use of the resident graphics hardware, OpenGL also provides a number of built-in protocols that may be of use to the end user. Among these features are such tools as alpha blending, texture mapping, atmospheric effects, and surface removal. These tools can be engaged with any operating system currently in use.
Originally developed by Silicon Graphics, OpenGL is now considered the standard for the industry. The application program interface is actively supported by Microsoft, which offers free downloads of OpenGL libraries for use on Windows systems. OpenGL also works very well with Open Inventor, an object-oriented programming tool also created by Silicon Graphics.
Combines two Quadro graphics boards with an
SLI connector to transparently scale application performance on a single
display by presenting them as a single graphics card to the operating
system.
If you are running two cards in SLI, you can choose to either use Split Frame Rendering (SFR) or Alternate Frame Rendering (AFR).
SLI for Quadro cards. Two (2) modes:
– Split Frame rendering (SPR)
• Fill rate limited applications frequently found in visual simulation
In SFR, every frame is split horizontally into two portions. Each portion is processed by one GPU and the final frame is sent to the framebuffer. The actual division of the frame is dynamically adjusted according to the load of the two GPUs and the complexity of the frame.
– Alternate Frame rendering (AFR)
• Geometry limited applications in CAD and DCC
In AFR, each frame is exclusively and sequentially processed by alternating GPUs. For example, GPU 1 will process Frame 1 while GPU 2 will process Frame 2. Once Frame 1 is completed and sent to the framebuffer, GPU 1 starts processing Frame 3. GPU 2 will finish processing Frame 2 and start on Frame 4. This goes on with each GPU processing different, alternating frames.
Combines two Quadro graphics boards with an
SLI connector to transparently scale application performance on a single
display by presenting them as a single graphics card to the operating
system.
If you are running two cards in SLI, you can choose to either use Split Frame Rendering (SFR) or Alternate Frame Rendering (AFR).
SLI for Quadro cards. Two (2) modes:
– Split Frame rendering (SPR)
• Fill rate limited applications frequently found in visual simulation
In SFR, every frame is split horizontally into two portions. Each portion is processed by one GPU and the final frame is sent to the framebuffer. The actual division of the frame is dynamically adjusted according to the load of the two GPUs and the complexity of the frame.
– Alternate Frame rendering (AFR)
• Geometry limited applications in CAD and DCC
In AFR, each frame is exclusively and sequentially processed by alternating GPUs. For example, GPU 1 will process Frame 1 while GPU 2 will process Frame 2. Once Frame 1 is completed and sent to the framebuffer, GPU 1 starts processing Frame 3. GPU 2 will finish processing Frame 2 and start on Frame 4. This goes on with each GPU processing different, alternating frames.