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Page 5

[table]

OTHER PUBLICATIONS

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 WBuffering", 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 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 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.

Page 6

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 Moller 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 Light-
ing 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, Feb. 1999, 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 Programmers'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 Learn-
ing OpenGL, Release 1", Jackie Nieder, Tom David, Mason
Woo, Addision-Wesley Publishing Co., 1993.
"Procedural Elements for Computer Graphics," Second Edi-
tion, David F. Rogers, McGraw Hill,1998.
"Real-Time Rendering," Tomas Molleir, Eric Haines, AK
Peters, 1999.

"Computer Graphics, Principles and Practice," Second Edi-
tion, 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.

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.
White paper, Huddy, Richard, "The Efficient Use of Vertex
Buffers," (Nov. 1, 2000).

White paper, Spitzer, John, et al., "Using

GL NV array range and GL NV Fence on GEForce

Products and Beyond" (Aug. 1, 2000).

White paper, Rogers, Douglas H., "Optimizing Direct3D for

the GeForce 256" (Jan. 3, 2000).

Hook, Brian, "An Incomplete Guide to Programming DirectDraw and Direct3D Immediate Mode (Release 0.46)," printed from web site: www.wksoftware.com, 42 pages. Thompson, Tom, "Must-See 3-D Engines," BYTE Magazine, printed from web site www.byte.com, 10 pages (Jun. 1996).

Thompson, Nigel, "Rendering with Immediate Mode," Microsoft Interactive Developer Column: Fun and Games, printed from web site msdn.microsoft.com, 8 pages (Mar. 1997).

"HOWTO: Animate Textures in Direct3D Immediate Mode," printed from web site support.microsoft.com, 3 pages (last reviewed Dec. 15, 2000). "INFO: Rendering a Triangle Using an Execute Buffer," printed from web site support.microsoft.com, 6 pages (last reviewed Oct. 20, 2000).

U.S. Appl. No. 09/337,293, filed Jun. 21, 1999, MultiFormat Vertex Data Processing Apparatus and Method [issued as U.S. Appl. No. 6,501,479,B1 on Dec. 31, 2002]. Datasheet, SGS-Thomson Microelectronics, nVIDIATM, RIVA 128TM 128-Bit 3D Multimedia Accelerator (Oct. 1997).

Product Presentation, "RIVA 128TM Leadership 3 D Acceleration," 2 pages.

Page 7

ZDNet Reviews, from PC Magazine, "Other Enhancements," Jan. 15, 1999, wysiwyg://16//http://www4.zdnet. com . . . ies/reviews/0,4161,2188266,00.html ZDNet Reviews, from PC Magazine, "Screen Shot of Alphachannel Transparency," Jan 15, 1999, wysiwyg://16/http:// www4.zdnet.com . . . ies/reviews/0,4161,2188286,00.html. Alpha (transparency) Effects, Future Technology Research Index, http://www.futuretech.vuurwerk.nl/alpha.html. Blythe, David, 5.6 Transparency Mapping and Trimming with Alpha, http://toolbox.sgi.eom/TasteOfDT/d . . . penGL/ advanced98/notes/node41.html, Jun. 11, 1998.

10.2 Alpha Blending, http://www.sgi.com/software/opengl/ advanced98/notes/nodel46.html.

10.3 Sorting, http://www.sgi.com/software/opengl/ advanced98/notes/nodel47.html.

10.4 Using the Alpha Function, http://www.sgi.com/
software/opengl/advanced98/notes/nodel48.html.
Winner, Stephanie, et al., "Hardware Accelerated Rendering
Of Antialiasing Using A Modified A-buffer Algorithm,"
Computer Graphics Proceedings, Annual Conference Series,
1997, pp 307-316.

Debevec, Paul, et al., "Efficient View-Dependent Image-
Based Rendering with Projective Texture-Mapping,"
University of California at Berkeley.
Gibson, Simon, et al., "Interactive Rendering with Real-
World Illumination," Rendering Techniques 2000; 11th
Eurographics Workshop on Rendering, pp. 365-376 (Jun.
2000).

Segal, Mark, et al., "Fast Shadows and Lighting Effects Using Texture Mapping," Computer Graphics, 26, 2, pp.. 249-252 (Jul. 1992).

White paper, Kilgard, Mark J., "Improving Shadows and Reflections via the Stencil Buffer" (Nov. 3, 1999). "OpenGL Projected Textures," from web site:HTTP://reality.sgi.com, 5 pages.

"5.13.1 How to Project a Texture," from web site: www. sgi.com, 2 pages.

Arkin, Alan, email, subject: "Texture distortion problem,"
from web site:HTTP://reality.sgi.com (Jul. 1997).
Moller, Tomas et al., "Real-Time Rendering," pp. 179-183
(AK Peters Ltd., 1999).

Williams, Lance, "Casting Curved Shadows on Curved
Surfaces," Computer Graphics (SIGGRAPH '78 Proceed-
ings), vol. 12, No. 3, pp. 270-274 (Aug. 1978).
Woo et al., "A Survey of Shadow Algorithms," IEEE
Computer Graphics and Applications, vol. 10, No. 6, pp.
13-32 (Nov. 1990).

Heidrich et al., "Applications of Pixel Textures in Visualization and Realistic Image Synthesis," Proceedings 1999 Symposium On Interactive 3D Graphics, pp. 127-134 (Apr. 1999).

Hourcade et al., "Algorithms for Antialiased Cast Shadows",
Computers and Graphics, vol. 9, No. 3, pp. 260-265 (1985).
Michael McCool, "Shadow Volume Reconstruction from
Depth Maps", ACM Transactions on Graphics, vol. 19, No.
1, Jan. 2000, pp. 1-26.

RenderMan Artist Tools, PhotoRealistic RenderMan 3.8
User's Manual, Pixar (Aug. 1998).
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," ppp 289-291 (1999).

Web site information, CartoonReyes, REM Infografica,

http://www.digimotion.co.uk/cartoonreyes.htm.

Raskar, Ramesh et al., "Image Precision Silhouette Edges,"

Symposium on Interactive 3D Graphics 1999, Atlanta, 7

pages (Apr. 26-29, 1999).

Schlechtweg, Stefan et al., Rendering Line-Drawings with Limited Resources, Proceedings of GRAPHICON '96, 6th International Conference and Exhibition on Computer Graphics and Visualization in Russia, (St. Petersburg, Jul. 1-5, 1996) vol. 2, pp 131-137.

Haeberli, Paul et al., "Texture Mapping as a Fundamental Drawing Primitive," Proceedings of the Fourth Eurographics Workshop on Rendering, llpages, Paris, France (Jun. 1993).

Schlechtweg, Stefan et al., "Emphasising in Line-drawings,"
Norsk samarbeid innen grafisk databehandling: NORSIGD
Info, medlemsblad for NORSIGD, Nr Jan. 1995, pp. 9-10.
Markosian, Lee et al., "Real-Time Nonphotorealistic
Rendering," Brown University site of the NSF Science and
Technology Center for Computer Graphics and Scientific
Visualization, Providence, RI, 5 pages (undated).
Feth, Bill, "Non-Photorealistic Rendering," wif3@cornell.
edu, CS490—Bruce Land, 5 pages (Spring 1998).
Elber, Gershon, "Line Art Illustrations of Parametric and
Implicit Forms," IEEE Transactions on Visualization and
Computer Graphics, vol. 4, No. 1, Jan.-Mar. 1998.
Zeleznik, Robert et al."SKETCH: An Interface for Sketch-
ing 3D Scenes," Computers Graphics Proceedings, Annual
Conference Series 1996, pp. 163-170.
Computer Graphics World, Dec. 1997.
Reynolds, Craig, "Stylized Depiction in Computer Graphics,
Non-Photorealistic, Painterly and 'Toon Rendering," an
annotated survey of online resources, 13 pages, last update
May 30, 2000, http://www.red.com/cwr/painterly.html.
Render Man Artist Tools, Using Arbitrary Output Variables
in Photorealistic Renderman (With Applications),
PhotoRealistic Renderman Application Note #24, 8 pages,
Jun. 1998, http://www.pixar.com/products/renderman/
toolkit/Toolkit /AppNotes/appnote.24.html.
Decaudin, Philippe, "Cartoon-Looking Rendering of 3D
Scenes," Syntim Project Inria, 6 pages, http://www-syntim.
inria.fr/syntim/recherche/decaudin/cartoon-eng.html.
Hachigian, Jennifer, "Super Cel Shader 1.00 Tips and
Tricks," 2 pages, wysiwyg://thePage.l3/http://members.

xoom.com/ XMCM.jarvia/3D/celshade.html.

Digimation Inc., "The Incredible Comicshop," info sheet, 2 pages, http://www.digimation.com/asp/product/asp7product id=33.

Softimage/3D Full Support, "Toon Assistant," 1998 Avid Technology, Inc., 1 page, http://www.softimage.com/3dsup

port/techn . . . uments/3.8/features3.8/rel notes.56.html.

Cambridge Animo—Scene III, info sheet, Cambridge

Animation Systems, 2 pages, http://www.camani.co.uk/

casweb/products/software/Scenelll.htm.

Mulligan, Vikram, "Toon, " info sheet, 2 pages, http://

digitalcarversguild.com/products/toon/toon.thml.

Toony Shaders, "Dang I'm tired of photorealism," 4 pages,

http://www.visi.com/~mcdonald/toony.html.

"Cartoon Shading, Using Shading Mapping," 1 page, http://

www.goat.eom/alias/shaders.html#toonshad.

Web site information, CartoonReyes, http://www.zentertain

ment.com/zentropy/review/cartoonreyes.html.

Page 8

VIDI Presenter 3D Repository, "Shaders." 2 pages, http://

www.webnation.com/vidirep/panels/renderman/shaders/

toon.phtml.

The RenderMan Interface Version 3.1, (Sep. 1989). "Renderman Artist Tools, PhotoRealistic RenderMan Tutorial," Pixar (Jan. 1996).

Web site materials, "Renderman Artist Tools, PhotoRealistic
RenderMan 3.8 User's Manual," Pixar.
NVIDIA.com, technical presentation, "AGDC Per-Pixel
Shading" (Nov. 15, 2000).

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, Sebastien Domine, "nVIDIAMesh Skinning, OpenGl".

Singh, Karan et al., "Skinning Characters using SurfaceOriented Free-Form Deformations," Toronto Canada. "Hardware Technology," from ATI.com web site, 8 pages (2000).

"Skeletal Animation and Skinning," fromATI.com web site, 2 pages (Summer 2000).

"Developer Relations, ATI Summer 2000 Developer Newsletter," from ATI.com web site, 5 pages (Summer 2000).

Press Releases, "ATI's RADEON family of products delivers the most comprehensive support for the advance graphics features of DirectX 8.0," Canada, from ATI.com web site, 2 pages (Nov. 9, 2000).

"ATI RADEON Skinning and Tweening," from ATI.com web site, 1 page (2000).

Hart, Evan et al., "Vertex Shading with Direct3D and OpenGL," Game Developers Conference 2001, from ATI. com web site (2001).

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).
Efficient Command/Data Interface Protocol For Graphics,
IBM TDB, vol. 36, issue 9A, Sep. 1, 1993, pp. 307-312.
Shade, Jonathan et al., "Layered Depth Images," Computer
Graphics Proceedings, Annnual Conference Series, pp. 231-
242 (1998).

Videum Conference Pro (PCI) Specification, product of
Winnov (Winnov), published Jul. 21, 1999.
Hoppe, Hugues, "Optimization of Mesh Locality for
Transparent Vertex Caching," Proceedings of SIGGRAPH,
pp. 269-276 (Aug. 8-13, 1999).

Whitepaper: Implementing Fog in Direct3D, Jan. 3, 2000, www.nvidia.com.

Akeley, Kurt, "Reality Engine Graphics", 1993, Silicon
Graphics Computer Systems, pp. 109-116.
Peter J. Kovach, Inside Direct3D pp. 249-262, Microsoft
Press 2000.

McCool, M.D. et al., "Texture Shaders," Proceedings 1999
Eurographics/SIGGRAPH Workshop on Graphics
Hardware, Los Angeles, CA, Aug. 8-9, 1999, SIGGRAPH/
Eurographics Workshop on Graphics Hardware, New York,
NY: ACM, US, pp. 122-125, Figure 4 (Aug. 8, 1999).
Heidrich W. et al., "Illuminating micro geometry based on
precomputed visibility," Computer Graphics Proceedings,
SIGGRAPH 2000, Conference Proceedings, New Orleans,
LA, USA, Jul. 27-28, 2000, pp. 455-464, New York, NY,
USA, ACM.

Heidrich et al., "Illuminating Micro Geometry Based on
Precomputed Visibility," Computer Graphics Proceedings,
Annual Conference Series, 2000, pp. 455-464.
McCool et al., "Texture Shaders," Proceedings 1999
Eurographics Workshop, Los Angeles, CA, Aug. 8-9, 1999,
pp. 117-126; 144.

* cited by examiner

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