{"title":"视频游戏应用的“图形合成器”","authors":"K. Kutaragi, M. Kwong","doi":"10.1109/VLSIC.1995.520683","DOIUrl":null,"url":null,"abstract":"The video game machine, which was first on the scene in the early 1970s, has been progressing with the advance of technology, particularly in semiconductors. Today, the latest video game machine has reached the stage where real-time 3D graphics can be used. In this paper, the necessary conditions for video game machines are described. Also the capability and methodology of the \"PlayStation\" is explained. Finally, LSI requirements for the future video game machine are discussed.","PeriodicalId":256846,"journal":{"name":"Digest of Technical Papers., Symposium on VLSI Circuits.","volume":"17 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1995-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"\\\"Graphics synthesizer\\\" for video game applications\",\"authors\":\"K. Kutaragi, M. Kwong\",\"doi\":\"10.1109/VLSIC.1995.520683\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The video game machine, which was first on the scene in the early 1970s, has been progressing with the advance of technology, particularly in semiconductors. Today, the latest video game machine has reached the stage where real-time 3D graphics can be used. In this paper, the necessary conditions for video game machines are described. Also the capability and methodology of the \\\"PlayStation\\\" is explained. Finally, LSI requirements for the future video game machine are discussed.\",\"PeriodicalId\":256846,\"journal\":{\"name\":\"Digest of Technical Papers., Symposium on VLSI Circuits.\",\"volume\":\"17 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1995-06-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Digest of Technical Papers., Symposium on VLSI Circuits.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VLSIC.1995.520683\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Digest of Technical Papers., Symposium on VLSI Circuits.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VLSIC.1995.520683","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
"Graphics synthesizer" for video game applications
The video game machine, which was first on the scene in the early 1970s, has been progressing with the advance of technology, particularly in semiconductors. Today, the latest video game machine has reached the stage where real-time 3D graphics can be used. In this paper, the necessary conditions for video game machines are described. Also the capability and methodology of the "PlayStation" is explained. Finally, LSI requirements for the future video game machine are discussed.