This application is filed in accordance with 35 U.S.C. §119(e)(1) and claims the benefit of the provisional application Ser. No. 60/227,033 filed on Aug. 23, 2000, entitled “Method And Apparatus For Texture Tiling In A Graphics System.” This application is related to the following co-pending applications identified below (by title and attorney docket number), which focus on various aspects of the graphics system described herein. Each of the following applications are hereby incorporated herein by reference. provisional Application No. 60/161,915, filed Oct. 28, 1999 and its corresponding utility application Ser. No. 09/465,754, filed Dec. 17, 1999, both entitled “Vertex Cache For 3D Computer Graphics”, provisional Application No. 60/226,912, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,215, filed Nov. 28, 2000 , both entitled “Method and Apparatus for Buffering Graphics Data in a Graphics System”, provisional Application No. 60/226,889, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,419, filed Nov. 28, 2000, both entitled “Graphics Pipeline Token Synchronization”, provisional Application No. 60/226,891, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,382, filed Nov. 28, 2000, both entitled “Method And Apparatus For Direct and Indirect Texture Processing In A Graphics System”, provisional Application No. 60/226,888, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,367, filed Nov. 28, 2000 , both entitled “Recirculating Shade Tree Blender For A Graphics System”, provisional Application No. 60/226,892, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,218, filed Nov. 28, 2000, both entitled “Method And Apparatus For Efficient Generation Of Texture Coordinate Displacements For Implementing Emboss-Style Bump Mapping In A Graphics Rendering System”, provisional Application No. 60/226,893, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,381 filed Nov. 28, 2000. , both entitled “Method And Apparatus For Environment-Mapped Bump-Mapping In A Graphics System”, provisional Application No. 60/227,007, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,216, filed Nov. 28, 2000, both entitled “Achromatic Lighting in a Graphics System and Method”, provisional Application No. 60/226,900, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,226, filed Nov. 28, 2000, both entitled “Method And Apparatus For Anti-Aliasing In A Graphics System”, provisional Application No. 60/226,910, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,380, filed Nov. 28, 2000, both entitled “Graphics System With Embedded Frame Buffer Having Reconfigurable Pixel Formats”, utility Application Ser. No. 09/585,329, filed Jun. 2, 2000, entitled “Variable Bit Field Color Encoding”, provisional Application No. 60/226,890, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,227, filed Nov. 28, 2000, both entitled “Method And Apparatus For Dynamically Reconfiguring The Order Of Hidden Surface Processing Based On Rendering Mode”, provisional Application No. 60/226,915, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,212 filed Nov. 28, 2000, both entitled “Method And Apparatus For Providing Non-Photorealistic Cartoon Outlining Within A Graphics System”, provisional Application No. 60/227,032, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,225, filed Nov. 28, 2000, both entitled “Method And Apparatus For Providing Improved Fog Effects In A Graphics System”, provisional Application No. 60/226,885, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,664, filed Nov. 28, 2000, both entitled “Controller Interface For A Graphics System”, provisional Application No. 60/226,899, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,667, filed Nov. 28, 2000, both entitled “Method And Apparatus For Pre-Caching Data In Audio Memory”, provisional Application No. 60/226,913, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,378, filed Nov. 28, 2000, both entitled “Z-Texturing”, provisional Application No. 60/227,031, filed Aug. 23, 2000 entitled “Application Program Interface for a Graphics System”, provisional Application No. 60/227,030, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,663, filed Nov. 28, 2000, both entitled “Graphics System With Copy Out Conversions Between Embedded Frame Buffer And Main Memory”, provisional Application No. 60/226,886, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,665, filed Nov. 28, 2000, both entitled “Method and Apparatus for Accessing Shared Resources”, provisional Application No. 60/226,894, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,220, filed Nov. 28, 2000, both entitled “Graphics Processing System With Enhanced Memory Controller”, provisional Application No. 60/226,914, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,390, filed Nov. 28, 2000, both entitled “Low Cost Graphics System With Stitching Hardware Support For Skeletal Animation”, and provisional Application No. 60/227,006, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,421, filed Nov. 28, 2000, both entitled “Shadow Mapping In A Low Cost Graphics System”.
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GDC 2000: Advanced OpenGL Game Development, “A Practical and Robust Bump-mapping Technique for Today's GPUs,” by Mark Kilgard, Jul. 5, 2000, www.nvidia.com. |
Technical Presentations: “Texture Space Bump Mapping,” Sim Dietrich, Nov. 10, 2000, www.nvidia.com. |
Whitepapers: “Texture Addresing,” Sim Dietrich, Jan. 6, 2000, www.nvidia.com. |
White paper, Huddy, Richard, “The Efficient Use of Vertex Buffers,” (Nov. 01, 2000). |
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“HOWTO: Animate Textures in Direct3D Immediate Mode,” printed from web site support.microsoft.com, 3 pages (last reviewed Dec. 15, 2000). |
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Alpha (transparency) Effects, Future Technology Research Index, http://www.futuretech.vuurwerk.n1/alpha.html. |
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10.2 Alpha Blending, http://www.sgi.com/software/opengl/advanced98/notes/node146.html. |
10.3 Sorting, http://www.sgi.com/software/opengl/advanced98/notes/node147.html. |
10.4 Using the Alpha Function, http:www.sgi.com/software/opengl/advanced98/notes/node148.html. |
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RenderMan Interface Version 3.2 (Jul. 2000). |
White paper, Dietrich, Sim, “Cartoon Rendering and Advanced Texture Features of the GeForce 256 Texture Matrix, Projective Textures, Cube Maps, Texture Coordinate Generation and DOTPRODUCT3 Texture Blending” (Dec. 16, 1999). |
Peter J. Kovach, Inside Direct 3D, “Alpha Testing,” pp. 289-291 (1999). |
Web site information, CartoonReyes, REM Infografica, http://www.digimotion.co.uk/cartoonreyes.htm. |
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“Cartoon Shading, Using Shading Mapping,” 1 page, http://www.goat.com/alias/shaders.html#toonshad. |
web site information, CartoonReyes, http://www.zentertainment.com/zentropy/review/cartoonreyes.html. |
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NVIDIA.com, technical presentation, Introduction to DX8 Pixel Shaders (Nov. 10, 2000). |
NVIDIA.com, technical presentation, “Advanced Pixel Shader Details” (Nov. 10, 2000). |
“Developer's Lair, Multitexturing with the ATI Rage Pro,” (7 pages) from ati.com web site (2000). |
Slide Presentation, Sébastien Dominé, “nVIDIA Mesh Skinning, OpenGI”. |
Singh, Karan et al., “Skinning Characters using Surface-Oriented Free-Form Deformations,” Toronto Canada. |
“Hardware Technology,” from ATI.com web site, 8 pages (2000). |
“Skeletal Animation and Skinning,” from ATI.com web site, 2 pages (Summer 2000). |
“Developer Relations, ATI Summer 2000 Developer Newsletter,” from ATI.com web site, 5 pages (Summer 2000). |
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“ATI RADEON Skinning and Tweening,” from ATI.com web site, 1 page (2000). |
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Search Results for: skinning, from ATI.com web site, 5 pages (May 24, 2001). |
Hart, Evan et al., “Graphics by rage,” Game Developers Conference 2000, from ATI.com web site (2000). |
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Whitepaper: Implementing Fog in Direct3D, Jan. 3, 2000, www.nvidia.com. |
Akeley, Kurt, “Reality Engine Graphics”, 1993, Silicon Graphics Computer Systems, pp. 109-116. |
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_fence, posted Aug. 1, 200, 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 DirectX6”, Game Developer, Sep. 1998, www.gdmag.com. |
VisionTek, “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 or 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 Onling 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, Down Jones News Service, Mar. 4, 1999. |
MacWeek.Com Gets Inside Story on Conectix 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 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. |
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Robert L. Cook, “Shade Trees”, Computer Graphics, vol. 18, No. 3, Jul. 1984. |
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Technical Presentation: Hardware Bump-mapping Choices and Concepts, Jun. 07, 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. |
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Technical Presentation: Emboss Bump Mapping, Nov. 3, 1999, www.nvidia.com. |
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Number | Date | Country | |
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60/227033 | Aug 2000 | US |