GeForce256
Abstract: NVIDIA geforce shader gpu
Text: Cartoon Rendering and Advanced Texture Features of the GeForce 256 Texture Matrix, Projective Textures, Cube Maps, Texture Coordinate Generation and DOTPRODUCT3 Texture Blending Sim Dietrich NVIDIA Corporation Please send me comments/questions/suggestions
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3dfx
Abstract: 3dfx voodoo 2 3dfx voodoo voodoo voodoo 2 voodoo 5
Text: Rendering to Texture Surfaces Using DirectX7 By Kim Pallister, Intel Corporation February 2000 Developing for the current generation PC platform rewards software developers working in 3D with both blessings and curses. On the positive side, PC’s are delivering rocket-fueled levels of performance, allowing
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per-pixel shading
Abstract: geforce 1275F
Text: Dot Product Texture Blending and Per-Pixel Lighting Sim Dietrich Please send me comments/questions/suggestions Sim.dietrich@nvidia.com Problem Statement Traditional per-vertex lighting requires a high-level of tessellation to achieve a smooth look. Textures are often used to simulate additional detail rather than adding
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NVIDIA GPU
Abstract: NVIDIA quadro NVIDIA geforce NVIDIA geforce nvidia register nvidia* gpu GDC Tutorial Advanced OpenGL Game Development
Text: GDC Tutorial: Advanced OpenGL Game Development A Practical and Robust Bump-mapping Technique for Today’s GPUs March 8, 2000 Mark J. Kilgard Graphics Software Engineer NVIDIA Corporation “Hardware Bump Mapping” mostly hype so far Previous techniques •• Prone
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PowerVR
Abstract: UVL556 PowerVR imagination technologies Polygon kyro
Text: Bump Mapping 1 Bump Mapping ADCS 7190188 BUMP MAPPING Introduction Bump mapping is a technique which allows surface irregularities to be represented on an object during the 3D rendering of a scene without requiring the irregularities or bumps to each be represented by a separate
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Untitled
Abstract: No abstract text available
Text: Mapping Texels to Pixels in Direct3D the right way Craig R. Duttweiler D3D System Software Engineer nVidia Corporation In the interest of resolving an issue that we see repeatedly, the following will attempt to explain the optimal manner in which to map texels to pixels when using fully transformed geometry.
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CL-GD5462
Abstract: CL-GD5464 CL-GD5465 CL-GD546X MIP 320
Text: CL-GD546X Advance Product Bulletin FEATURES • 64-bit graphics engine with integrated 3D game acceleration CL-GD5464 — — — — — — — — — — — — — — Perspective textures mapping Bilinear/trilinear filtering Mip mapping Lit, copy, decal, and blend textures
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CL-GD546X
64-bit
CL-GD5464)
16-bit
32-bpp
1-compl1280
CL-GD5462
CL-GD5464
CL-GD5465
CL-GD546X
MIP 320
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nvidia
Abstract: NVIDIA riva tnt 128 riva tnt 0x8128 WIN32 nvidia_multitexture_combiners NVIDIA CORPORATION riva 128 Application Hint 27 0x80E3
Text: All About OpenGL Extensions, including specifications for some significant OpenGL extensions Mark J. Kilgard * NVIDIA Corporation OpenGL is an extensible low-level graphics API. Extensible is the key word. OpenGL implementations are free to extend OpenGL’s basic rendering functionality with new rendering
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MIP 0255
Abstract: BD-AD calculator on chip buffer 440LX 3D Accelerator
Text: Hardware Capabilities 2.2 3D Capabilities While the API or software application takes care of the geometry and lighting stages of the 3D pipeline, the Intel740 graphics accelerator enables hardware acceleration of the rendering stages. In the DirectX and OpenGL 3D Pipeline diagrams Figure 2-7 and Figure 2-8 , the rasterization
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Intel740TM
MIP 0255
BD-AD
calculator on chip
buffer
440LX
3D Accelerator
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OpenGL
Abstract: NVIDIA geforce 7 nvidia NVIDIA quadro geforce nvidia register GDC Tutorial Advanced OpenGL Game Development NVIDIA geforce brick game NVIDIA CORPORATION
Text: GDC Tutorial: Advanced OpenGL Game Development An OpenGL Extension Safari March 8, 2000 Mark J. Kilgard Graphics Software Engineer NVIDIA Corporation OpenGL Extensions Abound OpenGL’s extension mechanism •• •• Approximately Approximately 200 200 extensions
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NVIDIA GPU
Abstract: nvidia* gpu light sensitive project eraser NVIDIA geforce OpenGL integrating sphere VECTOR GHT -453 geforce NVIDIA CORPORATION
Text: GDC 2000 Programming Session: Computations for Hardware Lighting and Shading March 10, 2000 Mark J. Kilgard Graphics Software Engineer NVIDIA Corporation Shading Computations Determine surface appearance •• Lighting Lighting effects effects •• Surface
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NVIDIA
Abstract: nvidia datasheet NVIDIA CORPORATION geforce riva tnt 2 geforce NVIDIA geforce nvidia register NVIDIA geforce 256 geforce256 NVIDIA geforce 3
Text: Copyright NVIDIA Corporation, 1999. NVIDIA Proprietary. GeForce 256 and RIVA TNT Combiners How to best utilize the per-pixel operations using OpenGL on NVIDIA Graphics Processors 11/02/1999 1 Copyright NVIDIA Corporation, 1999. NVIDIA Proprietary. NVIDIA OpenGL Combiners
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MIP 0255
Abstract: 290617 440LX 82371SB BT869 CCIR601 MIP 411 3D Accelerator intel pentium mmx 1997 press INTEL 740
Text: Intel740 Graphics Accelerator Software Developer’s Manual May 1998 Order Number: 290617-002 Information in this document is provided in connection with Intel products. No license, express or implied, by estoppel or otherwise, to any intellectual property rights is granted by this document. Except as provided in Intel's Terms and Conditions of Sale for such products, Intel assumes no liability
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Intel740TM
MIP 0255
290617
440LX
82371SB
BT869
CCIR601
MIP 411
3D Accelerator
intel pentium mmx 1997 press
INTEL 740
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MIP 411
Abstract: intel740 82371SB 440LX 82443LX 290617 graphics intel 740 bitblt raster 29061
Text: Intel740 Graphics Accelerator Software Developer’s Manual February 1998 Order Number: 290617-001 Information in this document is provided in connection with Intel products. No license, express or implied, by estoppel or otherwise, to any intellectual property rights is granted by this document. Except as provided in Intel’s Terms and Conditions of Sale for such products, Intel assumes no liability
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Intel740
MIP 411
82371SB
440LX
82443LX
290617
graphics intel 740
bitblt raster
29061
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nvidia geforce2 gts
Abstract: NVIDIA geforce 256 geforce NVIDIA geforce nvidia NVIDIA GPU NVIDIA quadro GeForce2 GeForce256 GeForce2 MX
Text: OpenGL Performance FAQ for NVIDIA GPUs v2.0 John Spitzer NVIDIA Corporation JSpitzer@nvidia.com This document refers to the performance of OpenGL on the NVIDIA GeForce 256, Quadro, GeForce2 MX and GeForce2 GTS, running the Release 5 5.XX series of drivers.
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Tv BOX Diagram
Abstract: bitblt raster colour tv circuit diagram colour tv kit circuit diagram circuit for binary to gray code converter mathematical calculator chip tv service manual graphics pipeline opengl directx intercast
Text: Glossary A scalable architecture that increases the bandwidth available to Accelerated Graphics Port AGP a graphics controller and provides the performance necessary for a graphics controller to do texturing directly from system memory. Alpha Blending Uses a fourth color component which is not displayed but which
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MB86290
Abstract: MB86291 IEEE754 MB86290A GdcDispTiming bitblt raster 6103G
Text: MB86290 Series Graphics Driver Users Manual Rev.1.3 FUJITSU LIMITED The information contained in this document has been carefully checked and is believed to be reliable. However, Fujitsu Limited assumes no responsibility for inaccuracies. The information conveyed in this
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MB86290
MB86291
IEEE754
MB86290A
GdcDispTiming
bitblt raster
6103G
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vg96
Abstract: 3dfx VG-96 texture mapping 3Dfx Interactive block diagram of bios voodoo graphics-intensive line polygon 3dfx voodoo 2
Text: Features ❖Fast 3D rendering Block diagram D ual d o c k gen erato r 3D fx THP - Full hardware setup - On-chip D3D texture palette - Fast DMA palette load - True divide-per-pixel perspective - Modulated texture mapping - Full lighting and fog - Full and compressed Z-buffer support
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32-bit
VG-96
1280x1024
0017-A.
1-50017-A-
vg96
3dfx
texture mapping
3Dfx Interactive
block diagram of bios
voodoo
graphics-intensive
line polygon
3dfx voodoo 2
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line polygon
Abstract: Texture mapping YGV612
Text: 1995.09.01 PRELIMINARY YGV612 RPA2 Rendering Polygon Accelerator2 • OVERVIEW RPA2 is an LSI that processes 2D and 3D graphics on a PC at higher speeds. Operations such as line drawing, Bit Bit, hidden surface removal by Z buffer, Gouraud shading and texture mapping can be performed by the hardware.
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YGV612
03-J4S8-50SS
line polygon
Texture mapping
YGV612
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GP360
Abstract: RPX 200 GP425 T28b 2d graphics line drawing filling texture mapping CQ T4A X1Y11
Text: r CIRRUS LOGIC G r aph i cs Primitives: • Trapezoid fill for high speed graphics • Line drawing B it BLT Engine: • Three operand BitBLT source, pattern, and destination • Automatic pattern (texture) replication Page M e mo r y Interface: • XY to linear page memory address calculation
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3d graphics
Abstract: "3d graphics" z-buffer CL-GD5464
Text: CL-GD546X CIRRUS LOGIC 8 A dvance P roduct B ulletin FEATURES High-Performance VisualMedla Accelerators • 64-blt graphics engine with integrated 3D game acceleration CL-GD5464 CL-GD5462 (2D) CL-GD5464 (3D) CL-GD5465 (AGP) - Perspective textures mapping
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CL-GD546X
64-blt
CL-GD5464)
CL-GD5462
CL-GD5464
CL-GD5465
CL-GD546X
3d graphics
"3d graphics"
z-buffer
CL-GD5464
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CL-GD546X
Abstract: "64-bit graphics engine" 640 x 480 16-Blt buffer CL-GD5462 CL-GD5464 CL-GD5465 texture mapping 3d graphics
Text: FCIRRUS LOGIC CL-GD546X Advance Product Bulletin FEATURES High-Performance VisualMedla Accelerators • 64-blt graphics engine with integrated 3D game acceleration CL-GD5464 CL-GD5462 (2D) CL-GD5464 (3D) CL-GD5465 (AGP) - Perspective textures mapping
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CL-GD546X
64-blt
CL-GD5464)
16-blt
32-bpp
CL-GD546X
"64-bit graphics engine"
640 x 480
buffer
CL-GD5462
CL-GD5464
CL-GD5465
texture mapping
3d graphics
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diagram LG TV circuits
Abstract: lg tv electronic diagram concurrent rdram NEC LG concurrent RDRAM NEC RDRAM concurrent RDRAM CONCURRENT LG RDRAM 800x600
Text: CL-GD5465 Preliminary Data Book CIRRUS LOGIC FEATURES • 64-bit graphics engine with integrated 3D game acceleration — — — — — — — — — — — — — — — Perspective textures mapping FilterJet fast bilinear filtering Lit, copy, decal, and blend textures
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CL-GD5465
64-bit
16-bit
32-bpp
diagram LG TV circuits
lg tv electronic diagram
concurrent rdram NEC
LG concurrent RDRAM
NEC RDRAM concurrent
RDRAM CONCURRENT
LG RDRAM
800x600
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Untitled
Abstract: No abstract text available
Text: CL-GD5465 Advance Product Bulletin uü! CIRRUS LOGIC FEA TU RES High-Performance 3D AGP Graphics Accelerator • 64-blt graphics engine with integrated 3D game acceleration — — — — — — — — — — — — — — — Perspective textures mapping
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CL-GD5465
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16-bit
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