1 |
Kurt Akeley, 'Reality Engine Graphics,' In Proceeding of SIGGRAPH '93, pp. 109-116
DOI
|
2 |
'Transform, lighting and rasterization system embodied on a single semiconductor platform:' nVidia Patent, 1999 December
|
3 |
Fumio Arakawa and Osamu Nishii 'SH4 RISC Multimedia Microprocessor:' IEEE MICRO, pp. 2634, 1998.
DOI
ScienceOn
|
4 |
Neil Trevett, 'GLINT Gamma: A 3D Geometry and Lighting Processor for the PC,' In Proceeding Notebook for HOT Chips IX, pp. 235-246, 1997 August
|
5 |
Stuart Oberman, Greg Favor, and Fred Weber, 'AMD 3DNow! Technology: Architecture and Implementations,' IEEE Micro, pp. 37 -48, 1999 March
DOI
ScienceOn
|
6 |
nVIDIA Technology Brief, 'Balancing Bottlenecks: The Partnership Between the CPU and GPU'
|
7 |
Direct X Homepage, http://www.microsoft.com/directx/
|
8 |
Neil Trevett, 'PERMEDIA and GLINT Delta,' In Proceeding Notebook for HOT Chips VIII, pp. 275-288, 1996 August
|
9 |
Alan E.Charlesworth and John L.Gustafson, 'Introducing Replicated VLSI to Super computing: the FPS- 164/MAX Scientific Computer:' IEEE Computer, pp. 10-23, 1986
|
10 |
M.Oka, and M.Suzuoki, 'Designing and Programming the Emotion Engine:' IEEE Micro, 1999 November
DOI
ScienceOn
|
11 |
Neider, Mason and Tom Davis, 'OpenGL Programming Guide:' Addison & Wesley, pp. 197-215, 1997
|
12 |
Hennessy, John L and David A. Patterson, 'Computer Architecture: A Quantitative Approach:' Morgan Kaufmann, pp. 221-238, 1990
|
13 |
SPECviewperf benchmark, http://www.spec.org/gpc/opc.static/opcview.htm
|