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  2. Texture atlas - Wikipedia

    en.wikipedia.org/wiki/Texture_atlas

    Texture Atlas Whitepaper - A whitepaper by NVIDIA which explains the technique. Practical Texture Atlases - A guide on using a texture atlas (and the pros and cons). A thousand ways to pack the bin - Review and benchmark of the different packing algorithms

  3. NV1 - Wikipedia

    en.wikipedia.org/wiki/NV1

    This release by Microsoft of a major industry-backed API that was generally incompatible with NV1 ended Nvidia's hopes of market leadership immediately. While demos of quadratic rendered round spheres looked good, experience had proved working with quadratic texture maps was extremely difficult. Even calculating simple routines was problematic.

  4. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    This shader works by replacing all light areas of the image with white, and all dark areas with a brightly colored texture. In computer graphics , a shader is a computer program that calculates the appropriate levels of light , darkness , and color during the rendering of a 3D scene —a process known as shading .

  5. Texture filtering - Wikipedia

    en.wikipedia.org/wiki/Texture_filtering

    During the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates ...

  6. Anisotropic filtering - Wikipedia

    en.wikipedia.org/wiki/Anisotropic_filtering

    An illustration of texture filtering methods showing a texture with trilinear mipmapping (left) and anisotropic texture filtering. In 3D computer graphics, anisotropic filtering (abbreviated AF) [1] [2] is a method of enhancing the image quality of textures.

  7. History of video games - Wikipedia

    en.wikipedia.org/wiki/History_of_video_games

    Texture mapping and texture filtering were soon popularized by 3D racing and fighting games. [114] Home video game consoles such as the PlayStation, the Sega Saturn, and Nintendo 64 also became able to produce texture-mapped 3D graphics.

  8. RIVA 128 - Wikipedia

    en.wikipedia.org/wiki/RIVA_128

    It was the first nVidia product to integrate 3D acceleration in addition to traditional 2D and video acceleration. Its name is an acronym for Real-time Interactive Video and Animation accelerator. [2] The RIVA 128 followed Nvidia's less successful "NV1" accelerator and was the first product to gain Nvidia widespread recognition. It was also a ...

  9. RIVA TNT - Wikipedia

    en.wikipedia.org/wiki/RIVA_TNT

    Glide was considered the best 3D gaming API available by both gamers and developers. However, TNT gained Nvidia much attention and paved the way for the refreshed version called the RIVA TNT2. After all, unlike the rest of the competition, Nvidia had come close to the Voodoo2 in performance in some games, and beaten it in 32bit image quality.

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