Interpretation of terms used in 3D graphics technology (2)

G-Buffer (G Cache)

G-buffering is a coloring technique used in Video Post based on image masking and image masking in layer events. Users can get a dedicated image channel by marking the object ID or material ID!

A-Buffer (A cache)

Use supersampling to solve the sawtooth problem. The specific method is to use multiple times to render the scene and make the position of each rendered image move slightly. When the whole rendering process is finished, all the images are superimposed. Because each image has different positions, it can be filled. The gap between the images. This effect supports areas such as depth of field, soft light, and motion blur. Because this method is too demanding on the system, it is limited to high-end graphics workstations.

T-Buffer (T-cache)

A similar effect to A-cache is published by 3DFX, but the operation is greatly simplified. Supports full scene anti-aliasing, motion blur, focus blur, soft light and reflection.

Double Buffering (double buffer processing)

Most 3D accelerator cards that support OpenGl will provide two sets of graphics screen information. These two sets of graphical picture information are usually looked at "front buffer" and "back buffer". The display card uses the "front buffer" to store the screen being displayed, while the next screen is already in the "back buffer". Then the display card will swap the two caches, the "back buffer" screen will be displayed, and at the same time draw the next cell in the "front buffer" to stand by, thus forming a complementary way of working continuously, The speed quickly responded to changes in the picture.

IK (reverse movement)

Inverse kinematics (IK) inverse motion is a physical movement that uses the displacement and direction of motion of a parent object to inherit the resulting information into its children.

Kinematic Chain (forward link movement)

Kinematic Chain Forward Link Motion is the definition of a single hierarchical branch that moves a child object under its branch along the link point of the parent object.

NURBS

Non-Uniform Rational B-Splines (NURBS) is an interactive 3D model curve & surface technology. Now NURBS is already the standard for the 3D modeling industry.

2-sided (double sided)

In the case of shaded rendering, since the objects are generally partially oriented to the camera, in order to speed up the rendering speed, the calculation often ignores the details inside the object. Of course, this does not affect the final rendering result for the entity; however, if the object is transparent, the defect will be exposed, so after selecting the double-sided calculation, the program automatically reverses the surface of the object (ie, inside the object). Calculations are also performed to finally obtain a complete image.

Material ID

By defining an object (or a sub-object) material identification code to achieve sub-object mapping or special effects, it is important that some non-linear video editing software now also supports material identification codes.

Voxels (3D pixels)

A voxel is a pixel based on the concept of volume. A typical normal pixel requires only two coordinates of the X and Y axes to locate its orientation in space. It also needs to add an extra Z-axis coordinate, which is equivalent to a very small cube in space. Since it has a lot of details that can be described separately, it is possible to generate objects directly. However, this technique is not widely used because its computational complexity is quite large, but the effect is quite satisfactory.

Polygon (polygon)

A Polygon is a closed graph consisting of a number of segments connected end to end, where the points formed by each of the two segments are called Vertices. A large number of polygons are combined to form a variety of three-dimensional objects. The greater the number, the clearer the detail description.

Alpha Channel (Alpha Channel)

Based on the 24-bit true color, an 8-bit alpha value is added to describe the transparency of the object.

Dithering

It's a way of deceiving your eyes and using limited colors to let you see more colors than the actual image. The image is decorated by randomly adding different colors between adjacent pixels, usually in such a way that less color is used.

The MMX instruction set MMX instruction set is essentially a SIMD data processing method (single instruction stream, multiple data stream). Developed by Intel Corporation, it allows the CPU to process 2-4 or even 8 data in parallel at the same time. It effectively improves the CPU processing speed of video, audio and other multimedia aspects, but 3D operations are mostly floating-point operations, while the MMX instruction set does not contribute to the CPU's floating-point computing power, so the MMX instruction set does not have to be produced on 3D. Practical significance.

3D Now! Instruction Set 3D Now! is a 3D accelerated instruction set developed by AMD. It is also a SIMD data processing method, but its acceleration object is CPU floating point operation. It can process 4 floating-point arithmetic instructions or two MMX instructions simultaneously in one clock cycle.

The SSE instruction set SSE is an abbreviation of Streaming SIMD Extension, also known as the KNI instruction set. It is the second set of multimedia-specific instruction sets nested in the Intel Pentium III processor. Different from the MMX instruction set, the main function of SSE is to accelerate the 3D computing power of the CPU. It includes a total of 70 instructions, 50 SIMD floating point instructions, mainly used for 3D processing. 12 new MMX instructions, 8 system memory data stream transfer optimization instructions.

AGP

AGP is an acronym for Accelerated Graphics Port, a new generation of partial graphics bus technology developed by Intel Corporation. It allows the graphics card to directly call the system main memory in case of insufficient memory. AGP is divided into three standards: 1x, 2x, and 4x. The AGP1x standard is 66MHz, the 2x standard is 133MHz, and the 4x standard is 266MHz.

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