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Gaming Graphics: The Road to Revolution
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Volume 2 ,  Issue 2  (April 2004) table of contents
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FEATURE: Features table of contents
Pages: 62 - 71  
Year of Publication: 2004
ISSN:1542-7730
Author
Nick Porcino  LucasArts
Publisher
ACM  New York, NY, USA
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ABSTRACT

It has been a long journey from the days of multicolored sprites on tiled block backgrounds to the immersive 3D environments of modern games. What used to be a job for a single game creator is now a multifaceted production involving staff from every creative discipline. The next generation of console and home computer hardware is going to bring a revolutionary leap in available computing power; a teraflop (trillion floating-point operations per second) or more will be on tap from commodity hardware. This leap in power will bring with it a leap in expectations, both on the part of the consumer and the creative professional.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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9. OpenEXR (from Industrial Light and Magic): http: //www.openexr.org.
 
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10. Debevec, P. HDRI and image-based lighting. Course 19, SIGGRAPH 2003.
 
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11. See reference 6.
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15. Ramakrishnan, C.R., Silva, C. T. Optimal processor allocation for Sort-Last compositing under BSP-tree ordering. SPIE Electronic Imaging, Visual Data Exploration and Analysis IV, 1999.
 
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16. See reference 13.
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18. Schaefer, S., and Warren, J. On C2 Triangle/Quad Subdivision. Rice University, preprint (2003).


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