S3 ViRGE
The S3 ViRGE (Video and Rendering Graphics Engine) graphics chipset was one of the first 2D/ 3D accelerators designed for the mass market. Introduced in 1996 by then graphics powerhouse S3, Inc., the ViRGE was S3's first foray into 3D-graphics. The S3/Virge was the successor to the successful Trio64V+. ViRGE/325 was pin compatible with the Trio64 chip, retaining the DRAM-framebuffer interface (up to 4MB), and clocking both the core and memory up to 80 MHz. In Windows, Virge was benchmarked as the fastest DRAM-based accelerator of the era. The VRAM-based version, ViRGE/VX, was actually slower in lower resolutions, but had a faster RAMDAC to support high-resolution modes not available on the 325. Support Part of S3's marketing plan for the ViRGE included the "S3D" standard, stating that members of the ViRGE family carried the ''S3D Graphics Engine''. Games that supported ViRGE directly put this logo on their box so owners of the 3D card would know that it would run as wel ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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S3 Logo
S3, S-3 or S03 may refer to: Entertainment * ''Si3'' (film), originally titled ''S III'' and also known as ''Singam 3'', the third film in the ''Singam'' franchise * ''Expedition to the Barrier Peaks'', code S3, a 1980 ''Dungeons & Dragons'' adventure module * S3 Plan, a fictitious program in the '' Metal Gear Solid 2: Sons of Liberty'' video game *SABC 3, South African public television channel, stylised as S3 Transportation Airlines * Ashland Municipal Airport, FAA Location identifier S03, in Oregon, US * SBA Airlines, IATA code S3, based in Caracas, Venezuela Locomotives * ALCO S-3, an American diesel switching (shunting) locomotive; see ALCO S-1 and S-3 * NER Class S3, a North Eastern Railway steam locomotive class * Prussian S 3, a steam locomotive Rail lines * S3 (Berlin), an S-Bahn line * S3 (Munich), an S-Bahn line in Bavaria, Germany * S3 (Nuremberg), an S-Bahn line in Bavaria, Germany * S3 (RER Vaud), an S-Bahn line in Switzerland * S3 (Rhine-Main S-Bahn), an S-Bahn ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Terracide
''Terracide'' is a zero-G first-person shooter developed by Simis and published by Eidos Interactive in 1997. Gameplay ''Terracide'' plays out in a six degrees of freedom style, much like ''Descent'', in a similar way in which the player is mostly cruising around levels until they find an enemy to attack, although sometimes the player is given on-screen objectives which are required to be completed to continue. Mouse controls are disabled by default, although add-ons such as an on-screen crosshair or mouse control can be enabled in the game's menu. Reviews Stephen Poole on CNET's Reviews section rates ''Terracide'' 3/5 as "Good", with its major flaws commented that ''Terracide'' is "an unabashed ''Descent'' clone coupled with a tired "save the earth from destruction by alien invaders" story", and its biggest issue was the control in which "it was almost impossible to line up shots on a consistent basis because the ship wouldn't stop turning when I wanted it to". ''Terracide'' ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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OpenGL
OpenGL (Open Graphics Library) is a Language-independent specification, cross-language, cross-platform application programming interface (API) for rendering 2D computer graphics, 2D and 3D computer graphics, 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve Hardware acceleration, hardware-accelerated Rendering (computer graphics), rendering. Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992. It is used for a variety of applications, including computer-aided design (CAD), video games, scientific visualization, virtual reality, and Flight simulator, flight simulation. Since 2006, OpenGL has been managed by the Non-profit organization, non-profit technology consortium Khronos Group. Design The OpenGL specification describes an abstract application programming interface, application programming interface (API) for drawing 2D and 3D graphics. It is designed to be implemented mostly ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Direct3D
Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties. Direct3D contains ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Quake Engine
The ''Quake'' engine (part of id Tech 2) is the game engine developed by id Software to power their 1996 video game '' Quake''. It featured true 3D real-time rendering. Since 1999, it has been licensed under the terms of GNU General Public License v2.0 or later. After release, the ''Quake'' engine was immediately forked. Much of the engine remained in ''Quake II'' and '' Quake III Arena''. The ''Quake'' engine, like the ''Doom'' engine, used binary space partitioning (BSP) to optimise the world rendering. The ''Quake'' engine also used Gouraud shading for moving objects, and a static lightmap for non-moving objects. Historically, the ''Quake'' engine has been treated as a separate engine from its successor, the ''Quake II'' engine. Although the codebases for ''Quake'' and ''Quake II'' were separate GPL releases, both engines are now considered variants of id Tech 2. History The ''Quake'' engine was developed from 1995 for the video game ''Quake'', released on Jun ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Rendition (company)
Rendition, Inc., was a maker of 3D computer graphics chipsets in the mid to late 1990s. They were known for products such as the Vérité 1000 and Vérité 2x00 and for being one of the first 3D chipset makers to directly work with '' Quake'' developer John Carmack to make a hardware-accelerated version of the game (vQuake). Rendition's major competitor at the time was 3Dfx. Their proprietary rendering APIs were Speedy3D (for DOS) and RRedline (for Windows). 3D Chipsets Vérité V1000 Released in 1996, Rendition's V1000 chipset was notable for its RISC-based architecture. The V1000 was the first PC graphics card to utilize a programmable core to render 3D graphics. V1000 was both faster and more advanced (in terms of features) than competitors such as the Matrox Millennium, ATI Rage, and S3 ViRGE. Only 3DFX's Voodoo Graphics was faster, but unlike the 3DFX Voodoo, the V1000 included 2D/VGA capability making it the only acceptably fast single-board solution for 3D games. Vé ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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3dfx
3dfx Interactive, Inc. was an American computer hardware company headquartered in San Jose, California, founded in 1994, that specialized in the manufacturing of 3D graphics processing units, and later, video cards. It was a pioneer in the field from the mid 1990s to 2000. The company's original product was the Voodoo Graphics, an add-in card that implemented hardware acceleration of 3D graphics. The hardware accelerated only 3D rendering, relying on the PC's current video card for 2D support. Despite this limitation, the Voodoo Graphics product and its follow-up, Voodoo2, were popular. It became standard for 3D games to offer support for the company's Glide API. Renewed interest in 3D gaming led to the success of the company's products and by the second half of the 1990s products combining a 2D output with 3D performance were appearing. This was accelerated by the introduction of Microsoft's Direct3D, which provided a single high-performance API that could be implemente ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Video RAM
Video random-access memory (VRAM) is dedicated computer memory used to store the pixels and other graphics data as a framebuffer to be rendered on a computer monitor. It often uses a different technology than other computer memory, in order to be read quickly for display on a screen. Relation to GPUs Many modern GPUs rely on VRAM. In contrast, a GPU that does ''not'' use VRAM, and relies instead on system RAM, is said to have a unified memory architecture, or shared graphics memory. System RAM and VRAM have been segregated due to the bandwidth requirements of GPUs, and to achieve lower latency, since VRAM is physically closer to the GPU die. Modern VRAM is typically found in a BGA package soldered onto a graphics card. The VRAM is cooled along with the GPU by the GPU heatsink. Technologies * Dual-ported video RAM, used in the 1990s and at the time often called "VRAM" * SGRAM * GDDR SDRAM * High Bandwidth Memory (HBM) See also * Graphics processing unit * Tiled render ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Bilinear Filtering
In mathematics, bilinear interpolation is a method for interpolating functions of two variables (e.g., ''x'' and ''y'') using repeated linear interpolation. It is usually applied to functions sampled on a 2D rectilinear grid, though it can be generalized to functions defined on the vertices of (a mesh of) arbitrary convex quadrilaterals. Bilinear interpolation is performed using linear interpolation first in one direction, and then again in another direction. Although each step is linear in the sampled values and in the position, the interpolation as a whole is not linear but rather quadratic in the sample location. Bilinear interpolation is one of the basic resampling techniques in computer vision and image processing, where it is also called bilinear filtering or bilinear texture mapping. Computation Suppose that we want to find the value of the unknown function ''f'' at the point (''x'', ''y''). It is assumed that we know the value of ''f'' at the four points ''Q''11 = ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Descent (video Game)
''Descent'' is a first-person shooter (FPS) game developed by Parallax Software and released by Interplay Productions in 1995 for MS-DOS, and later for Macintosh, PlayStation, and RISC OS. It popularized a subgenre of FPS games employing six degrees of freedom and was the first FPS to feature entirely true-3D graphics. The player is cast as a mercenary hired to eliminate the threat of a mysterious extraterrestrial computer virus infecting off-world mining robots. In a series of mines throughout the Solar System, the protagonist pilots a spaceship and must locate and destroy the mine's power reactor and escape before being caught in the mine's self-destruction, defeating opposing robots along the way. Players can play online and compete in either deathmatches or cooperate to take on the robots. ''Descent'' was a commercial success. Together with its sequel, it sold over 1.1 million units as of 1998 and was critically acclaimed. Commentators and reviewers compared it to '' Doom' ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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PlayStation (console)
The (codenamed PSX, abbreviated as PS, and retroactively PS1/PS one) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on December 3, 1994, followed by North America on September 9, 1995, Europe on September 29, 1995, and other regions following thereafter. As a fifth generation of video game consoles, fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn. Sony began developing the PlayStation after a failed venture with Nintendo to create Super NES CD-ROM, a CD-ROM peripheral for the Super Nintendo Entertainment System in the early 1990s. The console was primarily designed by Ken Kutaragi and Sony Computer Entertainment in Japan, while additional development was outsourced in the United Kingdom. An emphasis on 3D computer graphics, 3D polygon graphics was placed at the forefront of the console's design. PlayStation game production was designed to be streamlined and incl ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |