ATI 9550 User Guide - Page 24

Pixel, Pel, TAPESTRY, Refresh Rate, SMARTSHADER, SMOOTHVISION, Specular Highlight, Texture Mapping

Page 24 highlights

Pixel, Pel PIXEL TAPESTRY™ II Refresh Rate SMARTSHADER™ II SMOOTHVISION™ II Specular Highlight Texture Mapping Trilinear Filtering VIDEO IMMERSION™ II z-buffer Picture element. Smallest addressable area of the computer screen. Pixels on computer displays are square; pixels on NTSC televisions have a 4:3 aspect ratio. A 3D rendering engine which uses four rendering pipelines to process 2 gigatexels per second for high fill rates in 32-bit color at high resolutions. Also referred to as "vertical refresh rate". The rate at which a monitor or television can redraw the screen from top to bottom. NTSC television systems have a refresh rate of approximately 60 Hz (but only draw onehalf of the video frame in one pass); computer displays typically have refresh rates of 75 Hz or more. At a refresh rate of 70 Hz and lower, screen flicker is often noticeable. An advanced programmable pixel and vertex shader technology which delivers complex and realistic textures and lighting without slowing performance. Full Screen Anti-Aliasing technology designed to minimize jagged edges resulting in smooth images. The bright, usually small, intense light reflected from a 3-D surface with a high refraction value. Mapping, or placing, an image onto an object. Images of realistic surfaces are placed on 3D models to create a richer and more complex visual effect. Sampling method used to produce the most realistic looking 3D objects. Trilinear filtering averages one of the bilinear filter MIP Map levels along with the standard MIP Map samples. Enables integration of DVD, video playback, and advanced de-interlacing algorithms. A z-buffer is an area of off-screen memory used to hold "depth" information. For each dot, or pixel, in the display buffer, there is a corresponding dot in the z-buffer which holds the depth (z) value for the display pixel. The depth data helps the ATI accelerator card decide what 3D objects are in front of other 3D objects. The larger the 3D window, the larger the z-buffer is in memory. 21

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21
Pixel, Pel
Picture element. Smallest addressable area of the
computer screen. Pixels on computer displays are
square; pixels on NTSC televisions have a 4:3 aspect
ratio.
PIXEL
TAPESTRY
II
A 3D rendering engine which uses four rendering
pipelines to process 2 gigatexels per second for high fill
rates in 32-bit color at high resolutions.
Refresh Rate
Also referred to as “vertical refresh rate”. The rate at
which a monitor or television can redraw the screen
from top to bottom. NTSC television systems have a
refresh rate of approximately 60 Hz (but only draw one-
half of the video frame in one pass); computer displays
typically have refresh rates of 75 Hz or more. At a
refresh rate of 70 Hz and lower, screen flicker is often
noticeable.
SMARTSHADER
II
An advanced programmable pixel and vertex shader
technology which delivers complex and realistic
textures and lighting without slowing performance.
SMOOTHVISION
II
Full Screen Anti-Aliasing technology designed to
minimize jagged edges resulting in smooth images.
Specular Highlight
The bright, usually small, intense light reflected from a
3-D surface with a high refraction value.
Texture Mapping
Mapping, or placing, an image onto an object. Images of
realistic surfaces are placed on 3D models to create a
richer and more complex visual effect.
Trilinear Filtering
Sampling method used to produce the most realistic
looking 3D objects. Trilinear filtering averages one of
the bilinear filter MIP Map levels along with the
standard MIP Map samples.
VIDEO
IMMERSION
II
Enables integration of DVD, video playback, and
advanced de-interlacing algorithms.
z-buffer
A z-buffer is an area of off-screen memory used to hold
“depth” information. For each dot, or pixel, in the
display buffer, there is a corresponding dot in the
z-buffer which holds the depth (z) value for the display
pixel. The depth data helps the ATI accelerator card
decide what 3D objects are in front of other 3D objects.
The larger the 3D window, the larger the z-buffer is in
memory.