3DLABS Permedia3 User Manual

Page 32

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Terms and Definitions

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3Dlabs Permedia3 Create! User’s Guide

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

The ability to support multiple resolutions on the screen.

OpenGL

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

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

A basic hardware tool for accelerating processes.

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

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

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.

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