3DLABS Oxygen GVX420 User Manual

Page 41

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Glossary

3Dlabs Oxygen GVX420 User's Guide

31

MIP-Mapping (for texture processing)

MIP-Mapping (for texture processing)

MIP-Mapping (for texture processing)

MIP-Mapping (for texture processing)

A feature that delivers photo-realistic images by wrapping 2D bitmaps around 3D objects closely matching
the texture to the object. MIP-Mapping allows different versions of a texture to be used for objects of
different sizes. It also enables faster performance as textures do not need to be scaled in real time.

Multiple Resolution Support

Multiple Resolution Support

Multiple Resolution Support

Multiple Resolution Support

The ability to support multiple resolutions on the screen.

OpenGL

OpenGL

OpenGL

OpenGL

The industry standard library of advanced 3D graphics functions developed by Silicon Graphics, Inc.

Perspective Correction

Perspective Correction

Perspective Correction

Perspective Correction

A function that allows an object to maintain its 3D textural features as it moves away from the viewer, into
the background.

Pipelining

Pipelining

Pipelining

Pipelining

A basic hardware tool for accelerating processes.

Pixel

Pixel

Pixel

Pixel

The smallest addressable element of a cathode ray tube display. More simply put, the individual dots that
make up the screen image.

Point Sampling

Point Sampling

Point Sampling

Point Sampling

The basic method of adding texture to an object. Point sampling does not include any filtering of textures.

RAMDAC

RAMDAC

RAMDAC

RAMDAC

The final component in the graphics subsystem that translates a digital image into an analog representation.

Rasterization

Rasterization

Rasterization

Rasterization

A method to fill in colors for all pixels bound by vertices.

Rendering

Rendering

Rendering

Rendering

The final and most rigorous stage in the 3D pipeline where an object undergoes shading, texturing, etc.

RISC

RISC

RISC

RISC

Reduced Instruction Set Computing.

SDRAM

SDRAM

SDRAM

SDRAM

Synchronous Dynamic Random Access Memory (SDRAM) is a cost-effective solution to improve bandwidth
to and from memory, resulting in increased graphics performance.

SGRAM

SGRAM

SGRAM

SGRAM

Synchronous Graphics Random Access Memory allows data to be written in a single operation, rather than a
(slower) sequence of operations. It also handles background and foreground image fills effectively.

SDTP

SDTP

SDTP

SDTP

Super Desktop Publishing. SDTP runs at 1600 x 1200.

Stencil Buffer

Stencil Buffer

Stencil Buffer

Stencil Buffer

Similar to stipple masking, the stencil buffer assists with the creation of transparent effects.

Stipple masking

Stipple masking

Stipple masking

Stipple masking

A technique that spatially creates transparent effects by rendering an object through various patterns.

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