ATI X800 User Guide - Page 19

Bilinear Filtering, Bitmap, Buffers, Color Depth, Frame Buffer, Gouraud Shading

Page 19 highlights

16 Bilinear Filtering When texture mapping is performed an image can become very "blocky" or "pixelated" when the texture is viewed close up. Bilinear filtering samples four texture pixels, takes the weighted average of these pixels and applies the average of these "texels". This blended color is used to provide a smoother looking texture. Bitmap A bitmap is a graphics or character representation composed of individual pixels, arranged horizontally in rows. A monochrome bitmap uses one bit per pixel (bpp). Color bitmaps may use up to 32-bpp, depending on the number of colors desired. Buffers Your ATI accelerator card includes on-board memory which is used in a number of ways. Buffers are portions of this memory used as temporary storage on your card. One large buffer is always used to display the screen you see; this is the "display buffer". The rest of offscreen memory is used by applications as back buffers, z-buffers, and texture buffers. Color Depth Color depth is the number of color shades available on your display. The color depth of your monitor usually includes; 256 colors (8-bpp), Thousands of colors (16-bpp), and Millions of colors (32-bpp), and is also measured in bits per pixel (bpp). Note: The ATI 3D Accelerator only functions in Thousands and Millions of colors modes. Fog The blending of an object with a fixed color as objects or pixels increase distance away from the viewer. Frame Buffer Memory buffer used to store the image being displayed. Gouraud Shading One of the more sophisticated shading methods used to produce a smooth lighting effect across a 3D object. A specific color is used at each vertice of a triangle or polygon, and interpolated across the entire face.

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16
Bilinear Filtering
When texture mapping is performed an image can become very “blocky”
or “pixelated” when the texture is viewed close up. Bilinear filtering
samples four texture pixels, takes the weighted average of these pixels and
applies the average of these “texels”. This blended color is used to provide
a smoother looking texture.
Bitmap
A bitmap is a graphics or character representation composed of individual
pixels, arranged horizontally in rows. A monochrome bitmap uses one bit
per pixel (bpp). Color bitmaps may use up to 32-bpp, depending on the
number of colors desired.
Buffers
Your ATI accelerator card includes on-board memory which is used in a
number of ways. Buffers are portions of this memory used as temporary
storage on your card. One large buffer is always used to display the screen
you see; this is the “display buffer”. The rest of
offscreen
memory is used
by applications as
back buffers
,
z-buffers
, and texture buffers.
Color Depth
Color depth is the number of color shades available on your display. The
color depth of your monitor usually includes; 256 colors (8-bpp),
Thousands of colors (16-bpp), and Millions of colors (32-bpp), and is also
measured in bits per pixel (bpp).
Note:
The ATI 3D Accelerator only functions in Thousands and
Millions of colors modes.
Fog
The blending of an object with a fixed color as objects or pixels increase
distance away from the viewer.
Frame Buffer
Memory buffer used to store the image being displayed.
Gouraud Shading
One of the more sophisticated shading methods used to produce a smooth
lighting effect across a 3D object. A specific color is used at each vertice of
a triangle or polygon, and interpolated across the entire face.