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Optimal depth buffer for low-cost graphics hardware
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Source SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware archive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware table of contents
Los Angeles, California, United States
Pages: 67 - 73  
Year of Publication: 1999
ISBN:1-58113-170-4
Authors
Eugene Lapidous  Trident Microsystems Inc., 2450 Walsh Avenue, Santa Clara, CA
Guofang Jiao  Trident Microsystems Inc., 2450 Walsh Avenue, Santa Clara, CA
Sponsors
Eurographics :
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 7,   Downloads (12 Months): 70,   Citation Count: 5
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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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J.Swarovsky. Extreme Detail Graphics. Proceedings of Game Developers Conference'1999, (San Jose, California, March 16-18, 1999), pages 899-904
 
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Microsoft Corp. What are Depth Buffers? DirectX 6 Software Development Kit, 1998. http'Y/msdn.microsoft.com/library/sdkdoc/directx/imover4x wk.htm
 
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G.Tarolly. Gary Tarolli on 32bit vs. 16bit color. 3df/x Interactive Inc., I999, http'Y/www.3 dfx.com/view io.asp?ID= 144
 
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R.Huddy High-performance D3D, Advanced D3D Programming. Presentation at the Game Developers Conference '1999, (San Jose, California, March 16-18, 1999) NVIDIA Corporation, March 1999, http'Y/www.nvidia.com/Marketing/Company/Pages.nsf/pages /DevHome


Collaborative Colleagues:
Eugene Lapidous: colleagues
Guofang Jiao: colleagues