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2D |
Two-dimensional graphics, expressed
in either real-world units (miles, meters, etc.) or in device
coordinates x and y. |
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3D |
Three-dimensional graphics expressed
in either real-world units (miles, meters, etc.) or in device
coordinates x, y, and z. |
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AGP |
Accelerated Graphics Port. A dedicated slot for graphics,
AGP provides wider bandwidth for data transmission and
communicates directly with main memory. |
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Alpha Blending |
Additional information for each pixel for creating
transparent materials. |
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Anti-Aliasing |
Anti-aliasing is used to
make jagged edges appear smooth. The most common technique is to
make a smoother transition from the color of the line, or edge, to
the color of the background. This will result in edge blurring to
some extent. |
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API |
An Applications Programmer's
Interface (API) is a specification which provides a standard set
of functions which software vendors must support for their products
in order to take advantage of 3D hardware acceleration. Because
it is not a given that every system will have a 3D hardware accelerator
installed inside, the 3D APIs must also provide a software only
solution for 3D in the form of a software 3D driver. |
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Applications |
A computer program written for
a specific purpose, such as word processing or page layout. |
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Back Buffer |
Image region formed in the background of the frame buffer
during double buffering. |
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Back Face Culling |
Method used to calculate the hidden faces of a 3D object. |
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Bi-linear Filtering |
Low end game consoles
(and competing PC graphics chips) tend to use nearest neighbor sampling
to map texture-map pixels (or texels) to image pixels. This results in
various forms of aliasing, as small movements cause full pixel changes
in the image. Bi-linear filtering greatly reduces this phenomenon, by
using a weighted average of the four nearest texels in computing the
image pixel. The resulting quality difference is dramatic. |
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Binary |
Having two states. In computers,
binary is 0/1 (zero and one). Used to code data for computation. |
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Buffer |
A temporary storage area, often
used to compensate for speed differences between system components.
Often, additional memory is reserved for temporarily holding data
that’s being transferred between a CPU and a peripheral
(such as disk, printer, or image display). Buffers are specially
useful to compensate for differences in data-flow rates, for providing
a place for data to reside when events are asynchronous (for example,
data being written to a display controller might have to wait while the
graphics processor completes its current operation), and to hold data
still (as in a video frame buffer). Some buffer memory is part of the
addressable memory of the CPU; some buffer memory is part of the peripheral. |
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Bus |
A communication line consisting of a parallel
data path within the computer system that’s shared by system components.
Usually described by the width of the parallel lines available, typical
computer buses are 8-, 16-, or 32-bits wide. |
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CAD |
Computer aided design, or computer aided drafting. |
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CPU |
Central processing unit. The primary processor in a computer. |
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Chip |
An integrated circuit. |
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Color |
The individual components of white light
as perceived by the human eye. Color monitors use the three basic components
of color to which the human eye responds: red, green, and blue. The final
color seen on the screen is created by mixing these primary colors. |
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Computer Graphics |
The overall discipline of
creating or manipulating graphic images and pictorial data with computers.
These can be used for CAD, animation, design, architecture, scientific imaging,
business graphics, etc. Computer graphics systems are usually interactive,
displaying images on a computer screen as they’re being created or manipulated. |
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DCC |
Digital Content Creation (DCC). The production of
professional visualizations for the digital media sector
and entertainment industry. |
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DRAM |
Abbreviation of Dynamic Random Access Memory. Non-permanent
memory for read and write operations. |
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Double Buffering |
Imagine the old animation trick
of drawing a cartoon character on the corner of a page of paper, and altering
the drawing slightly on following pages of paper. When the sheaf of paper is
complete and the pages flipped rapidly, the cartoon character gives the illusion
of smooth motion. Double buffered 3-D animation on the PC works in much the
same way, with the next position of the character fully drawn before the page
is flipped. Viewing 3-D animations without double buffering would be like
looking at the animated cartoon if the character were being redrawn with every
flip of the page, the animation would appear to "flicker". Double buffering
requires having two areas reserved on the frame buffer of the 3-D graphics card;
both regions need to be the size of the visible screen and one buffer. |
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EDO-RAM |
Extended Data Output Random Access Memory (Hyper Page Mode).
Very common in graphics boards, as the most recent data persists
in memory. Allows for a speed advantage. |
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Flipping |
The image generated in the back buffer is displayed. |
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Frame Buffer |
A dedicated memory area in a computer
or in a separate dedicated board, for temporary storage of pixel data to be
displayed in one frame on a monitor. The depth of the frame buffer is determined
by the number of bits stored for each pixel, which determines the dynamic range
or number of colors and intensities that can be displayed. |
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Front Buffer |
Visible image page in double buffering. |
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Fogging |
Fogging uses blending to mix a computer
pixel color with a fog color dependent on some depth related function. |
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Gouraud Shading |
Gouraud shading (or smooth shading), is an
algorithm which draws smooth shadows across the face of an object. The effect
of this algorithm is to cause the viewer's eyes to extrapolate depth information
and curvature information from the surface of the object. Gouraud shading works
by reading the color information at the three coordinates of a triangle and
interpolating the intensities in red, green and blue smoothly between the three
coordinates. Gouraud shading is the most popular algorithm used to draw 3D
objects on a 2D screen today. Most objects can be represented in 3D, by using
the Gouraud shading algorithm, with amazing realism. |
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HiColor (High Color) |
15 bpp or 16 bpp (bits per pixel) graphics color mode. (32,768 or 65,536 colors) |
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Interactive |
Interactivity describes the behavior of
an application program which a user can act on the output of the application
to immediately add to, change, or remove that output. |
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MIP Mapping |
MIP mapping uses some clever methods
to pack texture image data into memory. To use mip mapping, you provide all
sizes of a texture in powers of 2 between the largest size and a 1 x 1 map.
The smaller maps are typically filtered and averaged-down versions of the largest map. |
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OpenGL |
3D software interface (3D API). 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 for Peripheral Component Interconnect bus. An advanced
bus system, i.e. a system of parallel data lines to transfer
information between individual system components, especially to expansion boards. |
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Perspective Corrected |
Games today tend to use
relatively large triangles, and employ texture maps to give the appearance
of much more detail than would otherwise be possible. While maintaining
correct perspective in the texture mapping process is compute-intensive,
the alternative approaches result in visible distortion and swimming textures,
which are distracting in mild doses and nauseating in larger ones. |
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Pixel |
A combined term for picture element, the
smallest unit of a video display. Also known as a pel. Pictures on the screen
are made up of hundreds of thousands of pixels, combined to form images.
A pixel is the smallest segment of a raster line that can be discretely controlled
by the display system, and also the coordinate used for defining the horizontal
spatial location of pixel within an image. Pixels on a monitor are the
illuminated dots of glowing phosphor, the smallest element of a digital image.
A pixel size can be no smaller than the spot a monitor can create. In a color
monitor, spots consist of a group of triads. Triads are composed of three different
phosphors: red, green, and blue. The phosphors are laid along side each other.
Pixels can vary in size and shape depending on the monitor and graphics mode.
The number of dots on the screen are measured in width-by-height fashion. |
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Pixel Clock |
The pixel clock or pixel frequency indicates the number of pixels
drawn per second in MHz (million pixels per second). |
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RAM |
Abbreviation for Random Access Memory. 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 digital signals to analog signals on a graphics
board. VGA monitors are only capable of processing analog signals. |
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Real-Time |
A recording, or playing speed that
shows things as they occur, between 24-30 frames per second. |
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Rendering |
Process of calculating the representation of as 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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RGB |
An additive color system in which the resultant
color is a function of the intensity of each primary (red, green, and blue).
The best known device that uses the RGB system is the color monitor. |
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Resolution |
The number of pixels, represented
by bits in the display memory, also known as addressable resolution. A display
memory can be organized by pixels (bits) in the x axis (pixels per line) by
the number of pixels in the y axis (lines) and by the number of memory planes
in depth. A standard VGA display memory is 640 pixels across by 480 pixels (or lines)
down, and typically 8 bits deep. The higher the resolution, the greater the
detail and the more information that can be stored. Not all stored information
can be displayed. |
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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 colored.
- Gouraud Shading. The color shades on a triangle 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 vector.
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Single Buffer |
In contrast to double buffering, the single mode draws the new image
in the visible portion of the video memory, causing interactive 3D displays to flicker. |
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Texture Mapping |
The process of wrapping an image (bitmap) around an object. (e.g. a
wallpaper/video on a wall). Even a video can be used as a texture map. |
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Transparency |
In computer graphics, color is very
often described in terms of RGB values, or red, green, and blue values.
In 16-bit color, for example, there are 16 bits of data to describe color,
with 5 bits allocated to red, 6 bits to green and 5 bits to blue. Alpha is
an additional color component that is used to blend colors. Alpha can also
be thought of as a transparency value, it defines whether a color can be
seen through or not. The most important use of alpha in 3D graphics is to
create irregular shaped objects with very few polygons. |
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Tri-linear Filtering |
Textured objects can be
viewed, like any other objects in a scene, at different distances form the
viewpoint. In a dynamic scene, for example, as a textured object moves
farther from the viewpoint, the texture map must decrease in size along
with the size of the projected image. To accomplish this, the graphics engine
filters the texture map down to an appropriate size for mapping onto the object,
without introducing visually disturbing artifacts. To avoid such artifacts,
most graphics programs allow the specifying of a series of pre-filtered texture
maps of decreasing resolutions, called mip maps. Then, the graphics program a
utomatically determines which texture map to use based on the detail in the
texture map of the image that’s drawn on the screen—as the image of the object
gets smaller, the size of the texture map decreases. |
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TrueColor |
Graphics mode with 16.7 million colors (24 or 32 bits per pixel).
In this mode, the color information saved in the display memory is
not translated by a look-up table, but passed directly to the D/A
converter. This means that the full color information must be saved for each pixel. |
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VESA |
Video Electronicx Standards Association. A consortium for the
standardization of computer graphics. |
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VRAM |
Abbreviation of Video Random Access Memory. Memory chip for fast
graphics boards. |
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Z-buffering |
Just as the frame buffer contains
all of the color information for every pixel on the screen, the z-buffer, or
depth buffer, contains all of the depth information associated with all of
the pixels on the screen. And just as more bits per pixel for color in the
frame buffer corresponds to more colors available on the desktop, the bits per
pixel in the z-buffer correspond to more units of depth available in the scene.
Typically a z-buffer is at least 16-bits per pixel deep. 3D hardware accelerators
need to have a local z-buffer on the graphics card to avoid heavy two-way traffic
over the system bus. The z-buffer can be implemented in either DRAM or VRAM. |