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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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Eric Chan , Ren Ng , Pradeep Sen , Kekoa Proudfoot , Pat Hanrahan, Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, September 01-02, 2002, Saarbrucken, Germany
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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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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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18. Schaefer, S., and Warren, J. On C2 Triangle/Quad Subdivision. Rice University, preprint (2003).
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