| Dictionary, Encyclopedia and Thesaurus - The Free Dictionary 3,592,430,924 visitors served. |
Dictionary/ thesaurus | Medical dictionary | Legal dictionary | Financial dictionary | Acronyms | Idioms | Encyclopedia | Wikipedia encyclopedia | ? |
graphics pipeline |
Also found in: Wikipedia | 0.01 sec. |
|
|
graphics pipeline In 3D graphics rendering, the stages required to transform a three-dimensional image into a two-dimensional screen. The stages are responsible for processing information initially provided just as properties at the end points (vertices) or control points of the geometric primitives used to describe what is to be rendered. The typical primitives in 3D graphics are lines and triangles. The type of properties provided per vertex include x-y-z coordinates, RGB values, translucency, texture, reflectivity and other characteristics.An Assembly Line Graphics rendering is like a manufacturing assembly line with each stage adding something to the previous one. Within a graphics processor, all stages are working in parallel. Because of this pipeline architecture, today's graphics processing units (GPUs) perform billions of geometry calculations per second. They are increasingly designed with more memory and more stages, so that more data can be worked on at the same time. The Goal For gamers, photorealistic rendering at full speed is the goal, and human skin and facial expressions are the most difficult. Although there are always faster adapters on the market with more memory and advanced circuitry that render 3D action more realistically, thus far, no game has fooled anyone into believing a real person is on screen, except perhaps for a few seconds.
Bus interface/Front End Interface to the system to send and receive data and commands. Vertex Processing Converts each vertex into a 2D screen position, and lighting may be applied to determine its color. A programmable vertex shader enables the application to perform custom transformations for effects such as warping or deformations of a shape. Clipping This removes the parts of the image that are not visible in the 2D screen view such as the backsides of objects or areas that the application or window system covers. Primitive Assembly, Triangle Setup Vertices are collected and converted into triangles. Information is generated that will allow later stages to accurately generate the attributes of every pixel associated with the triangle. Rasterization The triangles are filled with pixels known as "fragments," which may or may not wind up in the frame buffer if there is no change to that pixel or if it winds up being hidden. Occlusion Culling Removes pixels that are hidden (occluded) by other objects in the scene. Parameter Interpolation The values for each pixel that were rasterized are computed, based on color, fog, texture, etc. Pixel Shader This stage adds textures and final colors to the fragments. Also called a "fragment shader," a programmable pixel shader enables the application to combine a pixel's attributes, such as color, depth and position on screen, with textures in a user-defined way to generate custom shading effects. Pixel Engines Mathematically combine the final fragment color, its coverage and degree of transparency with the existing data stored at the associated 2D location in the frame buffer to produce the final color for the pixel to be stored at that location. Output is a depth (Z) value for the pixel. Frame Buffer Controller The frame buffer controller interfaces to the physical memory used to hold the actual pixel values displayed on screen. The frame buffer memory is also often used to store graphics commands, textures as well as other attributes associated with each pixel. How to thank TFD for its existence? Tell a friend about us, add a link to this page, add the site to iGoogle, or visit webmaster's page for free fun content. |
|
| Mentioned in | ? | References in periodicals archive | ? | Encyclopedia browser | ? | Full browser | ? | |||
|---|---|---|---|---|---|---|---|---|---|---|
No references found | Equipped with 16 pixel pipelines and six vertex engines, as well as a 256-bit memory interface and GGDR3 support, the Mobility Radeon X800 XT delivers virtual performance parity to ATI's award winning Radeon X800 XT PE desktop graphics processors. The NVIDIA Quadro FX 500, is armed with a high-end architecture featuring the industry's only true 128-bit floating-point frame buffer, 12 bits of subpixel precision, parallelized vertex engines, the industry's first on-chip vertex cache, and up to eight fully programmable pixel pipelines allowing developers to simulate a virtually unlimited range of real-world properties like metal or skin and to modify them on the fly. This breakthrough technology has the ability to process seven pixel operations in a single pass on each of four pixel pipelines, simultaneously. |
Pixel pipeline |
Pixar Pixar Animation Studios Pixar File Format Pixar movies Pixar Studios PIXC PIXE PIXE pixel pixel pixel pixel pixel Pixel 8 Design Ltd Pixel and vertex shaders Pixel Array Detector Pixel aspect ratio pixel based pixel block Pixel Block Intensity Modulation Pixel Buffer Object Pixel Correspondence Metric Pixel depth Pixel depth pixel editor Pixel Frequency Pixel graphics Pixel Imaging Mass Spectrometry Pixel Ionization Chamber Pixel lighting Pixel pipeline Pixel pitchPixel pitch Pixel Resolution Pixel shader Pixel shader Pixel Shader 2 Pixel Shader 2.0 Pixel tag Pixel Vision Video Recorder Pixel-Level Precision Pixel-Level Weighted Average Pixel-Selected Ray Tracing Pixel-Wise Modeling pixelate pixelate Pixelated Pixelated pixelates pixelating Pixelation Pixelation pixelations PIXELCLK Pixelclock Pixelization pixellate pixellated pixellates Pixellating | |||||||
| Encyclopedia |
| Free Tools: |
For surfers:
Free toolbar & extensions |
Word of the Day |
Help
For webmasters: Free content | Linking | Lookup box | Double-click lookup | Partner with us |
|---|