Texture Mapping
In computer graphics, two-dimensional textured surfaces are referred to as
texture maps. Texture mapping is the process by which a two-dimensional
surface gets wrapped around a three-dimensional object so that the 3D object
takes on the same texture qualities. For example, if you take a 2D textured surface
that looks like cloth and wrap it around a 3D sphere, the sphere will now appear
to have a cloth-like surface.
Texture Preference
Texture Preference is a feature enabling the user to select the texture quality level
for the surface of a 3D object. Selecting the highest quality possible will provide
the most realism, although it may also have some impact on the performance of
any 3D intensive application.
Trilinear Filtering
A sampling method used to produce realistic-looking 3D objects. Trilinear
filtering averages one of the bilinear filter mipmap levels along with the standard
mipmap samples.
Vertex Shader
Three-dimensional objects displayed on a screen are rendered using polygons,
each of which is made up of intersecting triangles. A vertex is a corner of a
triangle where it connects to another triangle, and each vertex carries a
considerable amount of information describing its coordinates in 3D space, as
well as its weight, color, texture coordinates, fog, and point size data. A vertex
shader is a graphics processing function that manipulates these values,
producing such things as more realistic lighting effects, improved complex
textures such as hair and fur, and more accurate surface deformations such as
waves rippling in a pool or the stretching and wrinkling of a character’s clothes
as he or she moves.
VGA Connector
A type of graphics connector, sometimes also called an analog connector. It is the
most common type of video connector available, consisting of 15-pins set in three
rows. VGA is an acronym for “Video Graphics Array,” which is also the name for
the video resolution mode of 640x480 pixels, the lowest standard resolution
supported by virtually all video cards.
Z-buffer
The portion of video memory that keeps track of which onscreen elements can
be viewed and which are hidden behind other objects. In the case of a 3D image,
it keeps track of which elements are occluded by the foreground in relation to
the user’s perspective, or by another 3D object.
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Glossary - Workstation Products
ATI™ FireMV™ 2260
©
2008
Advanced Micro Devices, Inc.
Содержание ATI FireMV 2260
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