Photograph of Sony PlayStation II System. |
Photograph of Sega Dreamcast System. |
Photograph of Nintendo 64 System. |
Whitepaper: 3D Graphics Demystified, Nov. 11, 1999, www.nvidia.com. |
Whitepaper: “Z Buffering, Interpolation and More W-Buffering”, Doug Rogers, Jan. 31, 2000, www.nvidia.com. |
Whitepaper: Using GL_NV_vertex_array and GL_NV_fence, posted Aug. 1, 2000, www.nvidia.com. |
Whitepaper: Anisotropic Texture Filtering in OpenGL, posted Jul. 17, 2000, www.nvidia.com. |
Whitepaper: Mapping Texels to Pixels in D3D, posted Apr. 5, 2000, www.nvidia.com. |
Whitepaper: Guard Band Clipping, posted Jan. 31, 2000, www.nvidia.com. |
Whitepaper: Cube Environment Mapping, posted Jan. 14, 2000, www.nvidia.com. |
Whitepaper: Color Key in D3D, posted Jan. 11, 2000, www.nvidia.com. |
Whitepaper: Vertex Blending Under DX7 for the GeForce 256, Jan. 5, 2000, www.nvidia.com. |
Whitepaper: Optimizing Direct3D for the GeForce 256, Jan. 3, 2000, www.nvidia.com. |
Whitepaper: Dot Product Texture Blending, Dec. 3, 1999, www.nvidia.com. |
Whitepaper: Technical Brief: AGP 4X with Fast Writes, Nov. 10, 1999, www.nvidia.com. |
Technical Brief: Transform and Lighting, Nov. 10, 1999, www.nvidia.com. |
Technical Brief: What's New With Microsoft DirectX7, posted Nov. 10, 1999, www.nvidia.com. |
Mitchell et al., “Multitexturing in Direct X6”, Game Developer, Sep. 1998, www.gdmag.com. |
Vision Tek, “GeForce2 GS Graphics Processing Unit”, ©2000 www.visiontek.com. |
Jim Bushnell et al. “Advanced Multitexture Effects With Direct3D and OpenGL”, Pyramid Peak Design & ATI Research, Inc., GameDevelopers Conference, ©1999. |
Sony PlayStation II Instruction Manual, Sony Computer Entertainment Inc., ©2000. |
Stand and Be Judged, Next Generation, May 2000. |
PlayStation II: Hardware Heaven of Hell?, Next Generation, Jan. 2000. |
Chris Charla, “Play Station II: The Latest News”, Next Generation, Sep. 1999. |
“First PlayStation II Gameplay Screens Revealed!”, Next Generation, Sep. 1999. |
Game Enthusiast Online Highlights, Mar. 18, 1999. |
Game Enthusiast Online Highlights, Mar. 19, 1999. |
Game Enthusiast Online Highlights, Mar. 17, 1999. |
Game Enthusiast Online Highlights, Oct. 20, 1999. |
Joel Easley, “PlayStation II Revealed”, Game Week, Sep. 29, 1999. |
Inside Sony's Next Generation Playstation, ©1999. |
Press Releases, Mar. 18, 1999. |
Chris Johnston, “PlayStation Part Deux”, Press Start, ©1999. |
Nikkei Shimbun, “Sony Making SME, Chemical and SPT into Wholly-Owned Subsidiaries”, Mar. 9, 1999. |
AM News: Japanese Developers Not All Sold on PS2, Next Generation, Mar. 16, 1999. |
Sony To Turn PlayStation Maker Into Wholly Owned Unit-Nikkei, Dow Jones News Service, Mar. 8, 1999. |
Yumiko Ono, Sony Antes Up Its Chips In Bet On New Game System, Dow Jones News Service, Mar. 4, 1999. |
MacWeek.Com Gets Inside Story on Connectix VGS for Windows; Controversial Emulator of Sony PlayStation Games Cureently Available for Macs Only, Business Wire, Mar. 12, 1999. |
“DexDrive Bridges Gap”, The Tampa Tribune, Mar. 12, 1999. |
A Microprocessor With a 128b CPU, 10 Floating-Point MAC's, 4 Floating-Point Dividers, and an MPEG2 Decoder, 1999 IEEE International Solid-State Circuits Conference, Feb. 16, 1999. |
Dreamcast Instruction Manual, Sega Enterprises, Ltd., ©1998. |
“Sega To Launch Video Camera for Dreamcast”, Reuters Business News, Feb. 16, 2000. |
David Pescovitz, “Dream On”, Wired, Aug. 1999. |
Randy Nelson, “Dreamcast 101: Everything You Ever Wanted To Know About Sega's Powerful New Console”, Official Sega Dreamcast Magazine, Jun. 1999. |
2D/3D Graphics Card User Manual, Guillemot ©1999. |
Nintendo 64 Instruction Booklet, Nintendo of America, 1998. |
Steven Levy, “Here Comes PlayStation II”, Newsweek, Mar. 6, 2000. |
David Sheff, “Sony Smackage: Test Driving The PlayStation II”, Wired, Nov. 1999. |
Introducing The Next Generation PlayStation, Sony Computer Entertainment Inc., ©1999. |
Leadtek GTS, Aug. 3, 2000, www.hexus.net. |
Voodoo 5 5500 Review, Jul. 26, 2000, www.hexus.net. |
ATI Radeon 64 Meg DDR OEM, Aug., 19, 2000, www.hexus.net. |
Microsoft Xbox—The Future of Gaming, Microsoft Xbox Performance Sheet, www.xbox.com. |
Robert L. Cook, “Shade Trees”, Computer Graphics, vol. 18, No. 3, Jul. 1984. |
Wang et al., “Second-Depth Shadow Mapping”, Department of Computer Science, Univ. N.C, Chapel Hill, N.C. pp. 1-7. |
Peercy et al., “Efficient Bump Mapping Hardware”, Computer Graphics Proceedings, Annual Conference Series, 1997. |
Gustavo Oliveira, “Refractive Texture Mappig, Part One”, www.gamasutra.com, Nov., 10, 2000. |
John Schlag, Fast Embossing Effects on Raster Image Data, Graphics Gems IV, Edited by Paul S. Heckbert, Computer Science Department, Carnegie Mellon University, Academic Press, Inc., 1994,pp. 433-437. |
James F. Blinn, “Simulationof Wrinkled Surfaces,” Caltech/JPL, pp. 286-292, SIGGRAPH 78 (1978). |
Tomas Möller and Eric Haines “Real-Time Rendering”, AK Peters, Ltd., ©1999, pp. 127-142. |
Technical Presentation: Vertex Buffers, posted Jun. 12, 2000, www.nvidia.com. |
Technical Presentation: Hardware Transform and Lighting, www.nvidia.com, posted Jun. 12, 2000. |
Technical Presentation: Hardware Bump-mapping Choices and Concepts, Jun. 7, 2000, www.nvidia.com. |
Technical Presentation: How to Bump Map a Skinned Polygonal Model, Jun. 7, 2000, www.nvidia.com. |
Technical Presentation: Computations for Hardware Lighting and Shading, Mar. 17, 2000, www.nvidia.com. |
Technical Presentation: Practical Bump-mapping for Today's GPUs, Mar. 17, 2000 www.nvidia.com. |
Technical Presentation: Shadows, Transparency, & Fog, Mar. 17, 2000 www.nvidia.com. |
Technical Presentation: GeForce 256 Register Combiners, Mar. 17, 2000,www.nvidia.com. |
Technical Presentation: TexGen & The Texture Matrix, Mar. 15, 2000 www.nvidia.com. |
Technical Presentation: Toon Shading, Mar. 15, 2000, www.nvidia.com. |
Technical Presentation: D3D 7 Vertex Lighting, Mar. 15, 2000, www.nvidia.com. |
Technical Presentation: Per-Pixel Lighting (by S. Dietrich) Mar. 14, 2000 www.nvidia.com. |
Technical Presentation: GeForce 256 and RIVA TNT Combiners, Dec. 8, 1999, www.nvidia.com. |
Technical Presentation: Vertex Cache Optimization, Nov. 12, 1999, www.nvidia.com. |
Technical Presentation: Vertex Blending, Nov. 12, 1999, www.nvidia.com. |
Technical Presentation: Hardware Transform and Lighting, Nov. 12, 1999, www.nvidia.com. |
Technical Presentation: GeForce 256 Overview, Nov. 12, 1999, www.nvidia.com. |
Technical Presentation: DirectX 7 and Texture Management, Nov. 12, 1999 www.nvidia.com. |
Technical Presentation: Dot Product Lighting, Nov. 12, 1999, www.nvidia.com. |
Technical Presentation: Texture Coordinate Generation, Nov. 3, 1999, www.nvidia.com. |
Technical Presentation: Phong Shading and Lightmaps, Nov. 3, 1999, www.nvidia.com. |
Technical Presentation: The ARB_multitexture Extension, Nov. 3, 1999 www.nvidia.com. |
Technical Presentation: Multitexture Combiners, Nov. 3, 1999, www.nvidia.com. |
Technical Presentation: Emboss Bump Mapping, Nov. 3, 1999, www.nvidia.com. |
Technical Presentation: Hardware Accelerated Anisotropic Lighting, Nov. 3, 1999 www.nvidia.com. |
Technical Presentation: Guard Band Clipping, Nov. 3, 1999, www.nvidia.com. |
The RenderMan Interface, Stephan R. Keith, Version 3.1, Pixar Animation Studios, Sep. 1989. |
The RenderMan Interface, Version 3.2, Pixar Animation Studios, Jul. 2000, www.pixar.com. |
NVIDIA Product Overview, “GeForce2Ultra”, NVIDIA Corporation, Aug. 21, 2000, www.nvidia.com. |
Duke, “Dreamcast Technical Specs”, Sega Dreamcast Review, Sega, 2/99, www.game-revolution.com. |
Marlin Rowley, “GeForce 1 & 2 GPU Speed Tests”, May 11, 2000, www.g256.com. |
“Dreamcast: The Full Story”, Next Generation, Sep. 1998. |
DirectX 7.0 Programmer's Reference, Microsoft Corporation,1995-1999 (as part of the DirectX 7.0 SDK on the Companion CD included with “Inside Direct3D”, Microsoft Programming Series, Peter J. Kovach, Microsoft Press, 1999). |
“Inside Direct3D”, Microsoft Programming Series, Peter J. Kovach, Microsoft Press, 1999. |
“OpenGL Programming Guide, The Official Guide to Learning OpenGL, Release 1”, Jackie Nieder, Tom David, Mason Woo, Addision-Wesley Publishing Co., 1993. |
“Procedural Elements for Computer Graphics,” Second Edition, David F. Rogers, McGraw Hill,1998. |
“Real-Time Rendering,” Tomas Molleir, Eric Haines, AK Peters, 1999. |
“Computers Graphics, Principles and Practice,” Second Edition, The Systems Programming Series, Foley, van Dam, Fiener, Hughes, Addison Wesley, 1990. |
“Principles of Three-Dimensional Computer Animation”, Revised Edition, Michael O'Rourke, W.W. Norton & Company, 1998. |