Glossary
WINNER 2000/Office
51
adapts itself to different video signals (resolu-
tions).
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OpenGL –
3D software interface (3D API).
E.g. implemented in Windows NT and available
for Windows 95. Based on Iris GL from Silicon
Graphics and licensed from Microsoft.
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PCI bus –
Abbreviation of Peripheral Compo-
nent Interconnect Bus. An advanced bus sys-
tem, i.e. a system of parallel data lines to
transfer information between individual system
components, especially to expansion boards.
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Phong shading –
➞
'Shading'.
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Pixel –
Picture element. Dot in the image.
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Pixel frequency –
Pixel clock frequency
(number of pixels drawn per second in MHz).
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Primitive –
Simple, polygonal geometrical
object, such as a triangle. 3D landscapes are
generally broken down into triangles.
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RAM –
Abbreviation of Random Access Mem-
ory. Chip memory of a computer or expansion
board that can be read from and written to
(unlike ROM = Read Only Memory).
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RAMDAC –
The RAMDAC converts the digital
signals to analog signals on a graphics board.
VGA monitors are only capable of processing
analog signals.
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RealColor –
RealColor normally designates a
15-bpp or 16-bpp (bits per pixel) graphics mode,
i.e. 32,768 or 65,536 colors).
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Refresh rate –
or image refresh frequency (in
Hz) indicates how many times per second an
image on the monitor is refreshed.
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Rendering –
Process for calculating the repre-
sentation of a 3D scene, in which the position
and color of each point in space is determined.
The depth information is held in the
➞
Z buffer,
the color and size information is held in the
➞
frame buffer.
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Resolution –
The number of pixels in horizon-
tal and vertical direction on the screen, for
example 640 horizontal by 480 vertical pixels
(640 x 480).
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RGB –
Color information is saved in the Red/
Green/Blue color format.
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ROM –
Abbreviation of Read Only Memory.
Semiconductor memory that can only be read
and not written to.
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Shading –
Shading or rendering is a way to
define the colors on curved surfaces in order to
give an object a natural appearance. To achieve
this, the surfaces are subdivided into many
small triangles. The three most important 3D
shading methods differ in the algorithm used to
apply colors to these triangles:
Flat shading:
the triangles are uniformly col-
ored.
Gouraud shading
: The color shades on a trian-
gle are calculated by interpolating the vertex
colors, resulting in a smooth appearance of the
surface.
Phong shading
: the color shades on a triangle
are calculated by interpolating the normal vec-
tor.
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Shutter glasses –
Goggles which give the
observer a highly space-conscious impression
of a 3D scene by using a stereoscopic LCD pro-
jection.
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Single buffer –
By contrast with double buff-
ering, where the image buffer is duplicated, the
single buffering mode is not able to access the
next image, which has already been calculated.
This means that animations will run jerkily.
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Tearing –
A distinction is made in double
buffering between the front buffer and the back
buffer. The image change between the front
Содержание WINNER 2000/Office
Страница 1: ...ELSA WINNER 2000 Office TM User Manual...
Страница 8: ...WINNER 2000 Office X...
Страница 22: ...After Installing the Drivers WINNER 2000 Office 14...
Страница 32: ...Video What s In What s Out WINNER 2000 Office 22...
Страница 36: ...Useful Stuff and More WINNER 2000 Office 26...
Страница 58: ...Appendix WINNER 2000 Office 48...