Texture memory

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Texture memory is a type of digital storage that makes texture data readily available to video rendering processors (also known as GPUs), typically 3D graphics hardware. It is most often (but not always) implemented as specialized RAM (TRAM) that is designed for rapid reading and writing, enabling the graphics hardware increased performance in rendering 3D imagery.

Larger amounts of texture memory allow for more detailed scenes.


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Rendering (computer graphics) Process of generating an image from a model

Rendering or image synthesis is the automatic process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.

Scanline rendering 3D computer graphics image rendering method

Scanline rendering is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of the polygons to be rendered are first sorted by the top y coordinate at which they first appear, then each row or scan line of the image is computed using the intersection of a scanline with the polygons on the front of the sorted list, while the sorted list is updated to discard no-longer-visible polygons as the active scan line is advanced down the picture.

Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.

Texture mapping method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model

Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model. The original technique was pioneered by Edwin Catmull in 1974.

Graphics processing unit specialized electronic circuit; graphics accelerator

A graphics processing unit (GPU) is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. Modern GPUs are very efficient at manipulating computer graphics and image processing. Their highly parallel structure makes them more efficient than general-purpose central processing units (CPUs) for algorithms that process large blocks of data in parallel. In a personal computer, a GPU can be present on a video card or embedded on the motherboard. In certain CPUs, they are embedded on the CPU die.

RIVA 128 The second GPU released by Nvdia.

Released in August 1997 by Nvidia, the RIVA 128, or "NV3", was one of the first consumer graphics processing units to integrate 3D acceleration in addition to traditional 2D and video acceleration. Its name is an acronym for Real-time Interactive Video and Animation accelerator.

Anisotropic filtering method of enhancing the image quality of textures on surfaces of computer graphics

In 3D computer graphics, anisotropic filtering is a method of enhancing the image quality of textures on surfaces of computer graphics that are at oblique viewing angles with respect to the camera where the projection of the texture appears to be non-orthogonal.

Volume rendering 3D rendering techniques

In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field.

S3 ViRGE trademark

The S3 Virtual Reality Graphics Engine (ViRGE) graphics chipset was one of the first 2D/3D accelerators designed for the mass market.

Shader subroutine that may run on a graphics processing unit and is used to do shading, special effects, post processing, or general purpose computation

In computer graphics, a shader is a type of computer program originally used for shading in 3D scenes. They now perform a variety of specialized functions in various fields within the category of computer graphics special effects, or else do video post-processing unrelated to shading, or even perform functions unrelated to graphics at all.

Software rendering

Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU. Rendering everything with the (general-purpose) CPU has the main advantage that it is not restricted to the (limited) capabilities of graphics hardware, but the disadvantage that more semiconductors are needed to obtain the same speed.

Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume are removed.

Desktop Window Manager is the window manager in Windows Vista, Windows 7, Windows 8 and Windows 10 that enables the use of hardware acceleration to render the graphical user interface of Windows.

Radeon R100 series

The Radeon R100 is the first generation of Radeon graphics chips from ATI Technologies. The line features 3D acceleration based upon Direct3D 7.0 and OpenGL 1.3, and all but the entry-level versions offloading host geometry calculations to a hardware transform and lighting (T&L) engine, a major improvement in features and performance compared to the preceding Rage design. The processors also include 2D GUI acceleration, video acceleration, and multiple display outputs. "R100" refers to the development codename of the initially released GPU of the generation. It is the basis for a variety of other succeeding products.

Windows Display Driver Model (WDDM) is the graphic driver architecture for video card drivers running Microsoft Windows versions beginning with Windows Vista.

Texture compression Type of data compression

Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access.

Tiled rendering is the process of subdividing a computer graphics image by a regular grid in optical space and rendering each section of the grid, or tile, separately. The advantage to this design is that the amount of memory and bandwidth is reduced compared to immediate mode rendering systems that draw the entire frame at once. This has made tile rendering systems particularly common for low-power handheld device use. Tiled rendering is sometimes known as a "sort middle" architecture, because it performs the sorting of the geometry in the middle of the graphics pipeline instead of near the end.

Computer graphics Graphics created using computers

Computer graphics is branch of computer science that deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as CGI.

ULTRAY2000 is concept chip for 3D graphics processing designed by Digital Media Professionals Inc. (DMP), a Japanese GPU design company, which enables the best quality real-time 3D graphics available. It was produced in 0.13 µm TSMC manufacturing process and contained more than 100 million CMOS transistors, with GPU core clock running at 200 MHz and its integrated memory controller having support for DDR-400 memory. DMP announced ULTRAY2000 concept chip July 21, 2005 and its first exhibition was at SIGGRAPH 2005. First sample shipments were scheduled for fall of 2005.
ULTRAY2000 adopted design where fixed graphics pipeline architecture coexist with advanced instruction programmable core

This is a glossary of terms relating to computer graphics.