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Hybrid Graphics

In this article, we are going to delve into the exciting world of Hybrid Graphics. From its origins to its current evolution, we will explore every relevant facet and aspect of Hybrid Graphics. It doesn't matter if you are an expert in the field or just starting to get interested in it, this article will provide you with a complete and detailed overview as well as up-to-date information about Hybrid Graphics. Through analysis, statistics and testimonies, we will discover its true impact and relevance in modern society. Get ready to immerse yourself in a journey of discovery and knowledge about Hybrid Graphics.

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Hybrid Graphics Ltd., commonly referred to as Hybrid Graphics, was a graphics software technology company active from 1994 to 2007 in Helsinki, Finland. Acquired by Nvidia in 2006,[1] Hybrid Graphics is now Nvidia Corporation's Helsinki office.

History

Until the year 2000, Hybrid was widely known[2] for its middleware solutions for computer games. Hybrid's other business sector was image-making using 3D graphics, this operation was spun off in 2004 as Fake Graphics Ltd. The company's most important product of that time was the OpenGL based graphics library SurRender 3D (1996–2000). In 2000 Hybrid launched the dPVS (dynamic Potentially Visible Set) visibility optimization middleware that is used in many MMORPGs, including Star Wars Galaxies and EverQuest II.[3] In 2006 the dPVS technology was acquired by Umbra Software Ltd.[4]

Hybrid Graphics provided the first commercial implementations of the OpenGL ES[5] and OpenVG[6] mobile graphics APIs, and was actively involved in the development of the M3G (JSR-184) Java standard, in the context of the Khronos Group and Java Community Process, respectively. Hybrid also sponsored[7] academic research on computer graphics, including multiple papers published in SIGGRAPH.

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