Interpretation of terms used in 3D graphics technology (3)
GPU (graphics processor)
n VIDIA's next-generation 3D acceleration chip GeForce 256. It is a single-chip graphics processor with a geometry engine, lighting engine, triangle settings, graphics cropping engine, texture rendering engine, and processing power of more than 10 million polygons per second.
Memory Type 1.FPM DRAM (Fast Page RAM)
FPM is an abbreviation for Fast Page Mode RAM. It was an early standard and was later replaced by EDO DRAM, which is 5% faster than it.
2.EDO DRAM (Extended Data Output DRAM)
EDO DRAM is an abbreviation for Extended Data Out DRAM. Some modifications were made to the DRAM access mode, which shortened the effective memory access time.
3.VRAM (video RAM)
VRAM is an abbreviation for Video RAM. This is a dual-port memory optimized for graphics reference (can exchange data with RAMDAC and CPU at the same time), which can effectively prevent conflicts when accessing other types of memory.
4.WRAM (Enhanced VRRAM)
WRAM is an abbreviation for Windows RAM. Its performance is 20% better than VRAM, accelerating common video features such as transmission and mode fill.
5.SDRAM (synchronous DRAM)
SDRAM is an abbreviation for Synchronous DRAM. It works synchronously with the graph bus, avoiding the extra latency required to operate the asynchronous DRAM on the system bus, which speeds up data transfer.
6.SGRAM (Synchronous Graphics RAM)
SGRAM is an abbreviation for Synchronous Graphics DRAM. It supports write mask and block write to reduce or eliminate read-modify-write operations on memory. SGRAM greatly speeds up the data exchange between the memory and the bus.
7.MDRAM (multi-segment DRAM)
MDRAM is an abbreviation for Multibank RAM. It can be divided into multiple independent valid segments, reducing the cost of each process for display refresh, video output or graphics acceleration.
8.RDRAM
It is mainly used for special high-speed burst operations with access frequencies up to 500MHz, while traditional memory can only be accessed at 50MHz or 75MHz. RDRAM's 16Bit bandwidth can reach 1.6Gbps (EDO's limit bandwidth is 533Mbps), and 32Bit bandwidth is up to 4Gbps.
IGES (Initialization Graphics Exchange Specification)
The Initial Graphics Exchange Specification (IGES) is a common ANSI information exchange standard defined between different computer systems based on Computer-Aided Design (CAD) & Computer-Aided Manufacturing (CAM) systems. 3D Studio MAX can implement this IGES format for different fields such as mechanics, engineering, entertainment and research. After users use the IGES format feature, you can read NURBS data from different platforms, such as Maya, Pro/ENGINEER, SOFTIMAGE, CATIA and so on. In order to get complete data, it is recommended to use the 5.3 version of the IGES format.
NTSC (National Television System Committee Standard)
National Television Standards Committee (NTSC), a video standard used in North America, most of Central and South America, and Japan. It defines a frame rate of 30/S or 60 fields and is interlaced on the TV.
PAL (row-by-line phase inversion)
Phase Alternating Line (PAL) is a video standard used in most countries in Europe and Asia, South Asia, Central Asia, etc. It defines a frame rate of 25/S or 50 fields and is scanned progressively on the TV.
Mapping (map processing)
Texture Mapping
The most eye-catching and most realistic approach to object coloring is also used by current game software. A flat image (which can be a digitized image, a small icon, or a bitmap) is attached to the polygon. For example, in the development of racing games, this technology can be used to draw tire tread and body dress.
Mip Mapping (Mip Map)
This texture mapping technique uses different versions of the material pattern for mapping according to different precision requirements. For example, when an object moves closer to the user, the program will paste a finer, sharper material pattern on the surface of the object, so that the object will present a higher layer and a more realistic effect; and when the object is far away from the user, the program The simpler, lower definition material pattern is applied to improve the overall efficiency of the graphics processing. LOD (level of detail) is a criterion for coordinating the relationship between texels and actual pixels. Generally used in medium and low-end graphics cards.
Bump Mapping
This is a technique for simulating a rough outer surface in a 3D scene. Save the depth changes to a texture, and then perform a standard blending texture on the 3D model to get a surface effect with a bumpy feel. Generally, this special effect is only supported by high-end graphics cards. (Note: GeForce256 supports only displaying and calculating the effect, not generating special effects)
Video Texture Mapping
This is currently the best texture mapping effect. A graphic image acceleration card with such a function uses a high-speed image processing method to process a continuous image (which may be an instant operation or a file from an AVI or MPEG) by a material method and then attach it to the surface of the 3D object. .
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