Terms and Definitions
Chapter 4 - Glossary
19
RAMDAC
The final component in the graphics subsystem that translates a digital image into
an analog representation.
Rasterization
A method to fill in colors for all pixels bound by vertices.
Rendering
The final and most rigorous stage in the 3D pipeline where an object undergoes
shading, texturing, etc.
RISC
Reduced Instruction Set Computing.
SDRAM
Synchronous DRAM is a cost-effective solution to improve bandwidth to and from
memory, resulting in increased graphics performance.
SDTP
Super Desktop Publishing. SDTP runs at 1600 x 1200.
Stencil Buffer
Similar to stipple masking, the stencil buffer assists with the creation of
transparent effects.
Stipple masking
A technique that spatially creates transparent effects by rendering an object
through various patterns.
SVGA
Super Video Graphics Array. SVGA runs at 800 x 600.
Tessellation
The initial part of the 3D pipeline where the object is described by a set of
triangles.
Texture Mapping
A technique that enables 2D graphic images to be “wrapped” around or “pasted”
on to a 3D primitive. Perspective correction and lighting calculations allow for
added realism.
Transformation
The change in rotation, size and perspective of an object in 3D space.
Summary of Contents for Oxygen GMX
Page 5: ...I n t r o d u c t i o n ...
Page 9: ...C h a p t e r 1 I n s t a l l a t i o n ...
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Page 15: ...C h a p t e r 2 S o f t w a r e C o n f i g u r a t i o n ...
Page 19: ...C h a p t e r 3 Tr o u b l e s h o o t i n g Te c h n i c a l S u p p o r t ...
Page 23: ...C h a p t e r 4 G l o s s a r y ...
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