ATI 100 437807 User Guide - Page 60

Keyframe Interpolation, KTX Buffer Region Extension, Lighting, Mipmapping, This OpenGL

Page 60 highlights

54 Keyframe Interpolation This feature is also known as "morphing." In an animation, a start and end point are picked as the key frames. In a 3D rendering, the start point could have a character with a neutral expression, and the end point could have that same character smiling. Additional frames are interpolated (inserted) between the two keyframes in order that "morphs" (transforms) the image so that there is a smooth transition between the key frames. KTX Buffer Region Extension This OpenGL® programming term refers to a feature that rapidly updates portions of the display of 3D modelling applications that change very quickly, or have been moved or occluded. It does this by optimizing the storage of buffer regions in the graphics card's memory buffer. Other applications are typically not adversely affected when this is enabled. Lighting In 3D computer graphics, refers to aspects and quality of the virtual light source being used to make an object visible. Lighting can strongly affect the "mood" of a scene. For example, a "harsh" light could be a bare lightbulb that is glaringly bright on the objects closest to it while casting strong shadows in the background. A "softer" light would be more diffuse and not cast shadows, such as you would get outdoors on a typical overcast day. Mipmapping The most memory-intensive aspect of 3D graphics are the textures that give an object its realism (like wood, marble, leather, and cloth). Because objects in real life become less detailed as they move farther away from the viewer, 3D programmers simulate this by using less detailed, lower resolution texture maps on distant objects. These texture maps are merely scaled down versions of the main texture map used when the object is up close, and they use less memory.

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54
Keyframe Interpolation
This feature is also known as “morphing.” In an animation, a start and end
point are picked as the key frames. In a 3D rendering, the start point could
have a character with a neutral expression, and the end point could have that
same character smiling. Additional frames are interpolated (inserted) between
the two keyframes in order that “morphs” (transforms) the image so that there
is a smooth transition between the key frames.
KTX Buffer Region Extension
This OpenGL
®
programming term refers to a feature that rapidly updates
portions of the display of 3D modelling applications that change very quickly,
or have been moved or occluded. It does this by optimizing the storage of
buffer regions in the graphics card’s memory buffer. Other applications are
typically not adversely affected when this is enabled.
Lighting
In 3D computer graphics, refers to aspects and quality of the virtual light
source being used to make an object visible. Lighting can strongly affect the
“mood” of a scene. For example, a “harsh” light could be a bare lightbulb that
is glaringly bright on the objects closest to it while casting strong shadows in
the background. A “softer” light would be more diffuse and not cast shadows,
such as you would get outdoors on a typical overcast day.
Mipmapping
The most memory-intensive aspect of 3D graphics are the textures that give
an object its realism (like wood, marble, leather, and cloth). Because objects
in real life become less detailed as they move farther away from the viewer,
3D programmers simulate this by using less detailed, lower resolution texture
maps on distant objects. These texture maps are merely scaled down versions
of the main texture map used when the object is up close, and they use less
memory.