HDMI™
HDMI™ is an acronym for “High Definition Multimedia Interface.” It is a 19-pin
connector used for transferring combined digital audio and video. HDMI™
supports standard, enhanced, and high-definition digital video signals, and is
designed for use with VCRs, DVD players, personal computers, and set-top boxes.
A DVI adapter can be used to transfer the video signal to an HDMI™-capable display,
although audio must be transferred from a different route, as DVI output does not
support audio.
Hue
Refers to a specific color within the visible spectrum of light, defined by its
dominant wavelength. A light wave with a central tendency within the range of
565-590 nm is visible as yellow. In the standard RGB color space used by most
computer displays, hue refers to a coordinate of the color as described by its red,
green, and blue values, minus any additional brightness or saturation values for
that color.
HydraVision™
HydraVision™ is ATI’s multi-monitor management software, enabling users to
manage the display of multiple windows and applications across two or more
adjacent monitors. It also includes a range of productivity features designed to
effectively manage applications in this environment.
Keyframe Interpolation
This feature is also known as “morphing.” In an animation, a start and end point are
picked as the key frames. In a 3D rendering, the start point could have a character
with a neutral expression, and the end point could have that same character
smiling. Additional frames are interpolated (inserted) between the two keyframes
in order that morphs (transforms) the image so that there is a smooth transition
between the key frames.
KTX Buffer Region Extension
This OpenGL programming term refers to a feature that rapidly updates portions
of the display of 3D modelling applications that change very quickly, or have been
moved or occluded. It does this by optimizing the storage of buffer regions in the
graphics card’s memory buffer. Other applications are typically not adversely
affected when this is enabled.
Lighting
In 3D computer graphics, refers to aspects and quality of the virtual light source
being used to make an object visible. Lighting can strongly affect the “mood” of a
scene. For example, a “harsh” light could be a bare lightbulb that is glaringly bright
on the objects closest to it while casting strong shadows in the background. A
“softer” light would be more diffuse and not cast shadows, such as you would get
outdoors on a typical overcast day.
Mipmapping
The most memory-intensive aspect of 3D graphics are the textures that give an
object its realism (like wood, marble, leather, and cloth). Because objects in real life
become less detailed as they move farther away from the viewer, 3D programmers
simulate this by using less detailed, lower resolution texture maps on distant
objects. These texture maps are merely scaled down versions of the main texture
map used when the object is up close, and they use less memory.
Offscreen Memory
An area of memory used to preload images so that they can be quickly drawn to
the screen. Offscreen memory refers to all of the remaining video memory not
taken up by the front buffer, which holds the contents of the display screen
currently visible.
Glossary - Synchronization 27
©
2009
Advanced Micro Devices, Inc.
ATI FirePro™ S400 Syncronization Module
Summary of Contents for ATI FirePro S400
Page 1: ...ATI FirePro S400 Syncronization Module User Guide Part Number 137 50151 10...
Page 8: ...viii ATI FirePro S400 Syncronization Module 2009 Advanced Micro Devices Inc...
Page 10: ...x ATI FirePro S400 Syncronization Module 2009 Advanced Micro Devices Inc...
Page 16: ...6 Installation ATI FirePro S400 Syncronization Module 2009 Advanced Micro Devices Inc...
Page 32: ...22 Reference ATI FirePro S400 Syncronization Module 2009 Advanced Micro Devices Inc...
Page 42: ...32 ATI FirePro S400 Syncronization Module 2009 Advanced Micro Devices Inc...