10.1145/311534.311579acmconferencesArticle/Chapter ViewAbstractPublication PageshpgConference Proceedingsconference-collections
Article
Free Access

Optimal depth buffer for low-cost graphics hardware

Authors Info & Claims
Online:01 July 1999Publication History
First page image

References

  1. 1.K.Akeley . Reality Engine Graphics. Proceedings of SIGGRAPH '93 (Anaheim, California, August 1-6, 1993), In Computer Graphics Proceedings, Annual Conference Series, 1993, pages 109-116. ACM SIGGRAPH,, New York 1993. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. 2.M.F.Deering, S.R.Nelson. Leo: A System for Cost Effective 3D Shaded Graphics. Proceedings of SIGGRAPH '93 (Anaheim, California, August 1-6, 1993), In Computer Graphics Proceedings, Annual Conference Series, 1993, pages 101-108. ACM SIGGRAPH,, New York 1993. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. 3.M.F.Deering, S.A.Schlapp, M.G.Lavelle, FBRAM: A new Form of Memory Optimized for 3D Graphics. Proceedings of SIGGRAPH '94 (Orlando, Florida, July 24-29, 1994), In Computer Graphics Proceedings, Annual Conference Series, 1994, pages 167-174. ACM SIGGRAPH, July 1994. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. 4.J.Torborg, J.T.Kajiva. Talisman: Commodity Realtime 3D Graphics for the PC. Proceedings of SIGGRAPH '96(New Orleans, LA, August 4-9, 1996), In Computer Graphics Proceedings, Annual Conference Series, 1996, pages 353- 364. ACM SIGGRAPH,, 1996. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. 5.B.Rivard, S.Winner, M.Kelley, B.Pease, A.Yen Hardware Accelerated Rendering of Antialiasing Using a Modified A- Buffer Algorithm. Proceedings of SIGGRAPH '97 (Los Angeles, California, August 3-8, 1997), In Computer Graphics Proceedings, Annual Conference Series, 1997, pages 307-316. ACM SIGGRAPH,, 1997. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. 6.W.M. Newmann, ILF. Sproull Principles of Interactive Computer Graphics. 1981 New York:McGraw-Hill Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. 7.IL Kempf, C.Frazier, editors. OpenGL Reference Manual, Second Edition. The Official Reference Document to OpenGL, Version 1.1.1997. Addison-Wesley, p.164 Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. 8.J.Swarovsky. Extreme Detail Graphics. Proceedings of Game Developers Conference'1999, (San Jose, California, March 16-18, 1999), pages 899-904Google ScholarGoogle Scholar
  9. 9.Microsoft Corp. What are Depth Buffers? DirectX 6 Software Development Kit, 1998. http'Y/msdn.microsoft.com/library/sdkdoc/directx/imover4x wk.htmGoogle ScholarGoogle Scholar
  10. 10.G.Tarolly. Gary Tarolli on 32bit vs. 16bit color. 3df/x Interactive Inc., I999, http'Y/www.3 dfx.com/view io.asp?ID= 144Google ScholarGoogle Scholar
  11. 11.R.Huddy High-performance D3D, Advanced D3D Programming. Presentation at the Game Developers Conference '1999, (San Jose, California, March 16-18, 1999) NVIDIA Corporation, March 1999, http'Y/www.nvidia.com/Marketing/Company/Pages.nsf/pages /DevHomeGoogle ScholarGoogle Scholar

Index Terms

  1. Optimal depth buffer for low-cost graphics hardware

            Comments

            Login options

            Check if you have access through your login credentials or your institution to get full access on this article.

            Sign in

            PDF Format

            View or Download as a PDF file.

            PDF

            eReader

            View online with eReader.

            eReader
            About Cookies On This Site

            We use cookies to ensure that we give you the best experience on our website.

            Learn more

            Got it!