ATI RADEONX1900 User Guide - Page 30

HyperZ™ II, Keyframe Interpolation

Page 30 highlights

26 resolutions and full-screen 3D acceleration in true color. It uses a Hierarchical Z-buffer visibility algorithm to eliminate blocks of pixels that are hidden behind displayed triangles, Z Compression to compress and speed the resulting visual data and Fast Z-Clear, which updates only those pixels whose values have changed. HyperZ™ II HyperZ™ II technology improves memory bandwidth efficiency by ensuring that only those pixels contained within a 3D polygon that are visible are the ones that are rendered. It also applied to smaller, more discrete sets of pixel blocks, making the process more efficient and the visible results more realistic. HyperZ™ III This third-generation memory bandwidth-saving technology further improves the three components underlying HyperZ™ (Hierarchical Z, Z Compression, and Fast Z-Clear) and adds a new component called Early Z Test. This process pre-screens the polygons to be displayed at the pixel level and removes from the pipeline those that are not actually displayed, further improving rendering capabilities. HyperZ™ HD HyperZ™ HD includes a number of different technologies aimed at optimizing memory-bandwidth efficiency, particularly with respect to Zbuffer operations. The Z-Buffer, sometimes also called the Depth Buffer, stores information used to determine the placement of objects in a 3D environment with respect to the viewpoint of the observer. Reading and updating this buffer typically consumes more memory than any other part of the 3D rendering process, making it a major performance bottleneck. HyperZ™ HD technology reduces the memory bandwidth consumed by the Z-Buffer, thereby increasing performance while also making the 3D environment more realistic. 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)

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26
resolutions and full-screen 3D acceleration in true color. It uses a
Hierarchical Z-buffer visibility algorithm to eliminate blocks of pixels that
are hidden behind displayed triangles, Z Compression to compress and
speed the resulting visual data and Fast Z-Clear, which updates only those
pixels whose values have changed.
HyperZ™ II
HyperZ™ II technology improves memory bandwidth efficiency by
ensuring that only those pixels contained within a 3D polygon that are
visible are the ones that are rendered. It also applied to smaller, more
discrete sets of pixel blocks, making the process more efficient and the
visible results more realistic.
HyperZ™ III
This third-generation memory bandwidth-saving technology further
improves the three components underlying HyperZ™ (Hierarchical Z, Z
Compression, and Fast Z-Clear) and adds a new component called Early Z
Test. This process pre-screens the polygons to be displayed at the pixel
level and removes from the pipeline those that are not actually displayed,
further improving rendering capabilities.
HyperZ™ HD
HyperZ™ HD includes a number of different technologies aimed at
optimizing memory-bandwidth efficiency, particularly with respect to Z-
buffer operations. The Z-Buffer, sometimes also called the Depth Buffer,
stores information used to determine the placement of objects in a 3D
environment with respect to the viewpoint of the observer. Reading and
updating this buffer typically consumes more memory than any other part
of the 3D rendering process, making it a major performance bottleneck.
HyperZ™ HD technology reduces the memory bandwidth consumed by
the Z-Buffer, thereby increasing performance while also making the 3D
environment more realistic.
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)