Sunday, July 17, 2011

The general term in a VGA card

3Dpipeline
The total number of steps required to display a 3D scenario made ​​on the monitor.

anisotropic Filtering
So that the texture in the distance can still be displayed without the old calculations, the resolution is minimized. Anisotropic filtering is used so that the texture is much too sharp.

Anti-aliasing (AA)
Anti-aliasing is a technique for reducing aliasing distortion when displaying high-resolution images at low resolution. Usually aliasing is shaped like a ladder, especially in the line drawing on the angles of elevation (lateral position). The trick is to give a touch of blur on the effects of the stairs had to trick the eye at the sight.


bump mapping
A technique that provides depth of texture information that can be used to display images such as reliefs or drawings that were given emboss effects.

frame buffer
Part of graphics memory that is used to create an image that will appear on the monitor. Frame buffer is also used to create and calculate the effect of transparency. Usually there are two or more frame buffers (Double / Triple Buffering).

Shader
Used to determine the final characteristics of the object surface or 3D images. Every single pixel is color-coded by Pixel Shader. In the world of graphics libraries, both Direct3D and OpenGL, three known types of shaders, the pixel shader, vertex shader and geometry shader.

texture Mapping
Methods to add detail texture on the surface, or staining to the drawings or computer-generated 3D objects.

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