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Contributors
gems_ch001_fm.qxp 2/23/2004 11:13 AM Page xxxiii Contributors Curtis Beeson, NVIDIA Curtis Beeson moved from SGI to NVIDIA’s Demo Team more than five years ago; he focuses on the art path, the object model, and the DirectX ren- derer of the NVIDIA demo engine. He began working in 3D while attending Carnegie Mellon University, where he generated environments for playback on head-mounted displays at resolutions that left users legally blind. Curtis spe- cializes in the art path and object model of the NVIDIA Demo Team’s scene- graph API—while fighting the urge to succumb to the dark offerings of management in marketing. Kevin Bjorke, NVIDIA Kevin Bjorke works in the Developer Technology group developing and promoting next-generation art tools and entertainments, with a particular eye toward the possibilities inherent in programmable shading hardware. Before joining NVIDIA, he worked extensively in the film, television, and game industries, supervising development and imagery for Final Fantasy: The Spirits Within and The Animatrix; performing numerous technical director and layout animation duties on Toy Story and A Bug’s Life; developing games on just about every commercial platform; producing theme park rides; animating too many TV com- mercials; and booking daytime TV talk shows. He attended several colleges, eventually graduat- ing from the California Institute of the Arts film school. Kevin has been a regular speaker at SIGGRAPH, GDC, and similar events for the past decade. Rod Bogart, Industrial Light & Magic Rod Bogart came to Industrial Light & Magic (ILM) in 1995 after spend- ing three years as a software engineer at Pacific Data Images. -
Release 85 Notes
ForceWare Graphics Drivers Release 85 Notes Version 88.61 For Windows Vista x86 and Windows Vista x64 NVIDIA Corporation May 2006 Published by NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA 95050 Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE BEING PROVIDED “AS IS.” NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all information previously supplied. NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation. Trademarks NVIDIA, the NVIDIA logo, 3DFX, 3DFX INTERACTIVE, the 3dfx Logo, STB, STB Systems and Design, the STB Logo, the StarBox Logo, NVIDIA nForce, GeForce, NVIDIA Quadro, NVDVD, NVIDIA Personal Cinema, NVIDIA Soundstorm, Vanta, TNT2, TNT, -
Computing :: Operatingsystems :: DOS Beyond 640K 2Nd
DOS® Beyond 640K 2nd Edition DOS® Beyond 640K 2nd Edition James S. Forney Windcrest®/McGraw-Hill SECOND EDITION FIRST PRINTING © 1992 by James S. Forney. First Edition © 1989 by James S. Forney. Published by Windcrest Books, an imprint of TAB Books. TAB Books is a division of McGraw-Hill, Inc. The name "Windcrest" is a registered trademark of TAB Books. Printed in the United States of America. All rights reserved. The publisher takes no responsibility for the use of any of the materials or methods described in this book, nor for the products thereof. Library of Congress Cataloging-in-Publication Data Forney, James. DOS beyond 640K / by James S. Forney. - 2nd ed. p. cm. Rev. ed. of: MS-DOS beyond 640K. Includes index. ISBN 0-8306-9717-9 ISBN 0-8306-3744-3 (pbk.) 1. Operating systems (Computers) 2. MS-DOS (Computer file) 3. PC -DOS (Computer file) 4. Random access memory. I. Forney, James. MS-DOS beyond 640K. II. Title. QA76.76.063F644 1991 0058.4'3--dc20 91-24629 CIP TAB Books offers software for sale. For information and a catalog, please contact TAB Software Department, Blue Ridge Summit, PA 17294-0850. Acquisitions Editor: Stephen Moore Production: Katherine G. Brown Book Design: Jaclyn J. Boone Cover: Sandra Blair Design, Harrisburg, PA WTl To Sheila Contents Preface Xlll Acknowledgments xv Introduction xvii Chapter 1. The unexpanded system 1 Physical limits of the system 2 The physical machine 5 Life beyond 640K 7 The operating system 10 Evolution: a two-way street 12 What else is in there? 13 Out of hiding 13 Chapter 2. -
Fuel Assembly Assessment from CVD Image Analysis: a Feasibility Study
SKI Report 97:14 CSSP R SE97001 61 Fuel Assembly Assessment from CVD Image Analysis: A Feasibility Study Clark S. Lindsay and Thomas Lindblad May 1997 ISSN 1104-1374 ISBN SKI-R-97/14-SE STATENSSKI KARNKRAFTINSPEKTION Atomic1*1 Energy Commission de controls Svveais-" Nucecv Rowe1 insoeNcycte .iVT. e ^ #J3ontrol Board de lenergie atomique SKI Report 97:14 CSSP Report 110 Fuel Assembly Assessment from CVD Image Analysis: A Feasibility Study Clark S. Lindsay and Thomas Lindblad Department of Physics, Royal Institute of Technology, Stockholm, Sweden May 1997 SKI Project Number 96184 Prepared for the Swedish and Canadian Safeguards Support Programs to IAEA under IAEA Task JNT A00704. This report concerns a study which has been conducted for the Swedish Nuclear Power Inspectorate (SKI). The conclusions and viewpoints presented in the report are those of the authors and do not necessarily coincide with those of the SKI. NORSTEDTS TRYCKERI AB Stockholm 1997 Abstract SKI commissioned a feasibility study of automatic assessment of fuel assemblies from images obtained with the digital Cerenkov viewing device (CVD) currently in development. The goal is to assist the IAEA inspectors in evaluating the fuel since they typically have only a few seconds to inspect an assembly. We report results here in two main areas: (1) investigation of basic image processing and recognition techniques needed to enhance the images and find the assembly in the image; (2) study of the properties of the distributions of light from the assemblies to determine whether they provide unique signatures for different bum-up and cooling times for real fuel or indicate presence of non-fuel. -
Programming Guide: Revision 1.4 June 14, 1999 Ccopyright 1998 3Dfxo Interactive,N Inc
Voodoo3 High-Performance Graphics Engine for 3D Game Acceleration June 14, 1999 al Voodoo3ti HIGH-PERFORMANCEopy en GdRAPHICS E NGINEC FOR fi ot 3D GAME ACCELERATION on Programming Guide: Revision 1.4 June 14, 1999 CCopyright 1998 3Dfxo Interactive,N Inc. All Rights Reserved D 3Dfx Interactive, Inc. 4435 Fortran Drive San Jose CA 95134 Phone: (408) 935-4400 Fax: (408) 935-4424 Copyright 1998 3Dfx Interactive, Inc. Revision 1.4 Proprietary and Preliminary 1 June 14, 1999 Confidential Voodoo3 High-Performance Graphics Engine for 3D Game Acceleration Notice: 3Dfx Interactive, Inc. has made best efforts to ensure that the information contained in this document is accurate and reliable. The information is subject to change without notice. No responsibility is assumed by 3Dfx Interactive, Inc. for the use of this information, nor for infringements of patents or the rights of third parties. This document is the property of 3Dfx Interactive, Inc. and implies no license under patents, copyrights, or trade secrets. Trademarks: All trademarks are the property of their respective owners. Copyright Notice: No part of this publication may be copied, reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photographic, or otherwise, or used as the basis for manufacture or sale of any items without the prior written consent of 3Dfx Interactive, Inc. If this document is downloaded from the 3Dfx Interactive, Inc. world wide web site, the user may view or print it, but may not transmit copies to any other party and may not post it on any other site or location. -
A New Storytelling Era: Digital Work and Professional Identity in the North American Comic Book Industry
A New Storytelling Era: Digital Work and Professional Identity in the North American Comic Book Industry By Troy Mayes Thesis submitted for the degree of Doctor of Philosophy in the Discipline of Media, The University of Adelaide January 2016 Table of Contents Abstract .............................................................................................. vii Statement ............................................................................................ ix Acknowledgements ............................................................................. x List of Figures ..................................................................................... xi Chapter One: Introduction .................................................................. 1 1.1 Introduction ................................................................................ 1 1.2 Background and Context .......................................................... 2 1.3 Theoretical and Analytic Framework ..................................... 13 1.4 Research Questions and Focus ............................................. 15 1.5 Overview of the Methodology ................................................. 17 1.6 Significance .............................................................................. 18 1.7 Conclusion and Thesis Outline .............................................. 20 Chapter 2 Theoretical Framework and Methodology ..................... 21 2.1 Introduction .............................................................................. 21 -
Voodoo Graphics Specification
SST-1(a.k.a. Voodoo Graphics™) HIGH PERFORMANCE GRAPHICS ENGINE FOR 3D GAME ACCELERATION Revision 1.61 December 1, 1999 Copyright ã 1995 3Dfx Interactive, Inc. All Rights Reserved 3dfx Interactive, Inc. 4435 Fortran Drive San Jose, CA 95134 Phone: (408) 935-4400 Fax: (408) 262-8602 www.3dfx.com Proprietary Information SST-1 Graphics Engine for 3D Game Acceleration Copyright Notice: [English translations from legalese in brackets] ©1996-1999, 3Dfx Interactive, Inc. All rights reserved This document may be reproduced in written, electronic or any other form of expression only in its entirety. [If you want to give someone a copy, you are hereby bound to give him or her a complete copy.] This document may not be reproduced in any manner whatsoever for profit. [If you want to copy this document, you must not charge for the copies other than a modest amount sufficient to cover the cost of the copy.] No Warranty THESE SPECIFICATIONS ARE PROVIDED BY 3DFX "AS IS" WITHOUT ANY REPRESENTATION OR WARRANTY, EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD-PARTY INTELLECTUAL PROPERTY RIGHTS, OR ARISING FROM THE COURSE OF DEALING BETWEEN THE PARTIES OR USAGE OF TRADE. IN NO EVENT SHALL 3DFX BE LIABLE FOR ANY DAMAGES WHATSOEVER INCLUDING, WITHOUT LIMITATION, DIRECT OR INDIRECT DAMAGES, DAMAGES FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, OR LOSS OF INFORMATION) ARISING OUT OF THE USE OF OR INABILITY TO USE THE SPECIFICATIONS, EVEN IF 3DFX HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. [You're getting it for free. -
Texture Compression
Texture Compression Philipp Klaus Krause November 24, 2007 Contents 1 Abstract 2 2 Introduction 2 2.1 Motivation . 2 2.2 Texture Compression system requirements . 2 3 Important texture compression systems 3 3.1 Indexed color . 3 3.2 S3TC . 3 3.3 ETC . 6 3.4 Comparison . 6 4 Other texture compression systems 8 4.1 Vector quantization . 8 4.2 FXT1 . 8 4.3 latc, rgtc . 8 4.4 3Dc . 9 4.5 PVRTC . 9 4.6 PACKMAN . 9 4.7 ETC2 . 9 4.8 ATC.................................. 9 A Texture compression in OpenGL 9 A.1 Introduction . 9 A.2 Interface . 10 A.3 OpenGL ES . 10 B Bibliography 10 1 1 Abstract Texture compression is widely used in computer graphics today. I give an overview of the field starting by the reasons that make texture compression desirable, the special requirements on texture compression systems, which dis- tinguish them from general image compression systems. Today's three most important texture compression systems are extensively presented and compared. Other systems of some significance are mentioned with some information about them. Appendix A shows how texture compression interacts with OpenGL. 2 Introduction 2.1 Motivation In computer graphics achieving high visual quality typically requires high-resolution textures. However the desire for increasing texture resolution conflicts with the limited amount of graphics memory available. Memory bandwidth is the most important aspect of graphics system perfor- mance today. Most bandwidth is consumed by texture accesses, not accesses to vertex data or framebuffer updates. One reason for this is texture filtering, which increases visual quality: The common trilinear texture filtering needs to access 8 texels during each texture read. -
Mediashield User's Guide
ForceWare Software MediaShield User’s Guide Version 5.4 NVIDIA Corporation June 6, 2007 NVIDIA Applications MediaShield User’s Guide Version 5.4 Published by NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA 95050 Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE BEING PROVIDED “AS IS.” NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all information previously supplied. NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation. Trademarks NVIDIA, the NVIDIA logo, MediaShield, 3DFX, 3DFX INTERACTIVE, the 3dfx Logo, STB, STB Systems and Design, the STB Logo, the StarBox Logo, NVIDIA nForce, GeForce, NVIDIA Quadro, NVDVD, NVIDIA Personal Cinema, NVIDIA Soundstorm, -
Voodoo 3 2000-3000 Reviewers Guide
Voodoo3™ 2000 /3000 Reviewer’s Guide For reviewers of: Voodoo3 2000 Voodoo3 3000 DRAFT - DATED MATERIAL THE CONTENTS OF THIS REVIEWER’S GUIDE IS INTENDED SOLELY FOR REFERENCE WHEN REVIEWING SHIPPING VERSIONS OF VOODOO3 REFERENCE BOARDS. THIS INFORMATION WILL BE REGULARLY UPDATED, AND REVIEWERS SHOULD CONTACT THE PERSONS LISTED IN THIS GUIDE FOR UPDATES BEFORE EVALUATING ANY VOODOO3 BOARD. 3dfx Interactive, Inc. 4435 Fortran Dr. San Jose, CA 95134 408-935-4400 www.3dfx.com Copyright 1999 3dfx Interactive, Inc. All Rights Reserved. All other trademarks are the property of their respective owners. Voodoo3™ Reviewers Guide August 1999 Table of Contents INTRODUCTION Page 4 SECTION 1: Voodoo3 Board Overview Page 4 • Features • 2D Performance • 3D Performance • Video Performance • Target Audience • Pricing & Availability • Warranty • Technical Support SECTION 2: About the Voodoo3 Board Page 7 • Board Layout - Hardware Configuration & Components - System Requirements • Display Mode Table • Software Drivers • 3dfx Tools Summary SECTION 3: About the Voodoo3 Chip Page 10 • Overview SECTION 4: Installation and Start-Up Page 11 • Installing the Board • Start-Up SECTION 5: Testing Recommendations Page 14 • Testing the Voodoo3 Board • Cures to common benchmarking and image quality mistakes - 2 - Voodoo3™ Reviewers Guide August 1999 Table of Contents (cont.) SECTION 6: FAQ Page 16 SECTION 7: Glossary of 3D Terms Page 19 SECTION 8: Contacts Page 20 APPENDICES 1: Current Benchmark Page 21 • 3D WinBench • 3D Mark • Winbench 99 • Speedy • Game Gauge 1 • Quake II Time Demo 1 at 1600 x 1200 • Quake II Time Demo 1 at 1280 x 1024 Expected Performance of Popular Benchmarks 2: Errata: Known Problems Page 23 3: 3dfx Tools User Guide Page 24 - 3 - Voodoo3™ Reviewers Guide August 1999 INTRODUCTION: The Voodoo3 2000/3000 Reviewer’s Guide is a concise guide to the Voodoo3 143MHz, and 166MHz graphics accelerator boards. -
Linux Hardware Compatibility HOWTO
Linux Hardware Compatibility HOWTO Steven Pritchard Southern Illinois Linux Users Group / K&S Pritchard Enterprises, Inc. <[email protected]> 3.2.4 Copyright © 2001−2007 Steven Pritchard Copyright © 1997−1999 Patrick Reijnen 2007−05−22 This document attempts to list most of the hardware known to be either supported or unsupported under Linux. Copyright This HOWTO is free documentation; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free software Foundation; either version 2 of the license, or (at your option) any later version. Linux Hardware Compatibility HOWTO Table of Contents 1. Introduction.....................................................................................................................................................1 1.1. Notes on binary−only drivers...........................................................................................................1 1.2. Notes on proprietary drivers.............................................................................................................1 1.3. System architectures.........................................................................................................................1 1.4. Related sources of information.........................................................................................................2 1.5. Known problems with this document...............................................................................................2 1.6. New versions of this document.........................................................................................................2 -
An Application Developed for Simulation of Electrical Excitation and Conduction in a 3D Human Heart Di Yu University of South Florida, [email protected]
University of South Florida Scholar Commons Graduate Theses and Dissertations Graduate School January 2013 An Application Developed for Simulation of Electrical Excitation and Conduction in a 3D Human Heart Di Yu University of South Florida, [email protected] Follow this and additional works at: http://scholarcommons.usf.edu/etd Part of the Computer Sciences Commons Scholar Commons Citation Yu, Di, "An Application Developed for Simulation of Electrical Excitation and Conduction in a 3D Human Heart" (2013). Graduate Theses and Dissertations. http://scholarcommons.usf.edu/etd/4620 This Thesis is brought to you for free and open access by the Graduate School at Scholar Commons. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. An Application Developed for Simulation of Electrical Excitation and Conduction in a 3D Human Heart by Di Yu A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science Department of Computer Science and Engineering College of Engineering University of South Florida Major Professor: Yicheng Tu, Ph.D. Hui Yang, Ph.D. Swaroop Ghosh, Ph.D. Date of Approval: March 21, 2013 Keywords: GPGPU, Parallel Algorithm, CUDA, SIMD, Cellular Automata Copyright © 2013, Di Yu 0 TABLE OF CONTENTS LIST OF FIGURES ............................................................................................... iii ABSTRACT .......................................................................................................