ATI 100 437807 User Guide - Page 58

Flat Shading, Fog, Frame Buffer, Frames Per Second, Gamma

Page 58 highlights

52 Flat Shading A lighting technique that shades each polygon of a 3D object based on where the source of the light is and the angle of the polygon in relation to it. It enables relatively fast rendering of 3D objects, although it can make those objects appear "faceted" as each visible polygon is set to a particular color value, and consequently does not produce as realistic an effect as obtained when using Gouraud shading. Fog Term used to describe the blending of an object using a fixed color as objects are made to appear more distant from the viewer. Frame Buffer The portion of the memory buffer on the graphics card used to store the image being displayed. All rendering processes have been accomplished by this stage and this buffer contains only a one-to-one relationship of the data to be relayed to the display. Frames Per Second In terms of 3D graphics, refers to the rate at which the graphic processor can render new screens per second. Higher rates equals better, more naturalistic performance for such things as games set in a 3D environment. Sometimes abbreviated to "fps." Gamma Sometimes confused with brightness, gamma actually refers to the correction that is applied to any display device in order to produce more gradual increases or decreases in the perceived brightness for that device. A change in gamma produces a non-linear change in the color curve, ensuring that perceived changes in color and intensity are consistently applied.

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52
Flat Shading
A lighting technique that shades each polygon of a 3D object based on where
the source of the light is and the angle of the polygon in relation to it. It enables
relatively fast rendering of 3D objects, although it can make those objects
appear “faceted” as each visible polygon is set to a particular color value, and
consequently does not produce as realistic an effect as obtained when using
Gouraud shading.
Fog
Term used to describe the blending of an object using a fixed color as objects
are made to appear more distant from the viewer.
Frame Buffer
The portion of the memory buffer on the graphics card used to store the image
being displayed. All rendering processes have been accomplished by this
stage and this buffer contains only a one-to-one relationship of the data to be
relayed to the display.
Frames Per Second
In terms of 3D graphics, refers to the rate at which the graphic processor can
render new screens per second. Higher rates equals better, more naturalistic
performance for such things as games set in a 3D environment. Sometimes
abbreviated to “fps.”
Gamma
Sometimes confused with brightness, gamma actually refers to the correction
that is applied to any display device in order to produce more gradual
increases or decreases in the perceived brightness for that device. A change in
gamma produces a non-linear change in the color curve, ensuring that
perceived changes in color and intensity are consistently applied.