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Checkerboard Rendering
Checkerboard rendering or sparse rendering, also known as checkerboarding for short, is a 3D computer graphics rendering technique, intended primarily to assist graphics processing units with rendering images at high resolutions. It is different from tiled rendering, a method of subdividing images in order to render them more efficiently, and from the "checkerboard" method of alternate frame rendering. Description While exact implementations tend to vary between developers, the technique generally involves rendering only 50% of any given scene, often rendering it in a grid of 2×2 pixels. A reconstruction filter is then employed to extrapolate the appearance of the unrendered parts of the scene, with the final image then being presented to the viewer as (theoretically) the same as if it had been rendered natively at the target resolution. In some implementations the checkerboard grid will be alternated between frames, with the previous frame's image data being held in memory, and th ...
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3D Computer Graphics
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector ...
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Graphics Processing Unit
A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. Modern GPUs are efficient at manipulating computer graphics and image processing. Their parallel structure makes them more efficient than general-purpose central processing units (CPUs) for algorithms that process large blocks of data in parallel. In a personal computer, a GPU can be present on a video card or embedded on the motherboard. In some CPUs, they are embedded on the CPU die. In the 1970s, the term "GPU" originally stood for ''graphics processor unit'' and described a programmable processing unit independently working from the CPU and responsible for graphics manipulation and output. Later, in 1994, Sony used the term (now standing for ''graphics processing ...
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Tiled Rendering
Tiled rendering is the process of subdividing a computer graphics image by a regular grid in optical space and rendering each section of the grid, or ''tile'', separately. The advantage to this design is that the amount of memory and bandwidth is reduced compared to '' immediate mode'' rendering systems that draw the entire frame at once. This has made tile rendering systems particularly common for low-power handheld device use. Tiled rendering is sometimes known as a "sort middle" architecture, because it performs the sorting of the geometry in the middle of the graphics pipeline instead of near the end. Basic concept Creating a 3D image for display consists of a series of steps. First, the objects to be displayed are loaded into memory from individual ''models''. The system then applies mathematical functions to transform the models into a common coordinate system, the ''world view''. From this world view, a series of polygons (typically triangles) is created that approximates the ...
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Alternate Frame Rendering
Alternate Frame Rendering (AFR) is a technique of graphics rendering in personal computers which combines the work output of two or more graphics processing units (GPU) for a single monitor, in order to improve image quality, or to accelerate the rendering performance. The technique is that one graphics processing unit computes all the ''odd'' video frames, the other renders the ''even'' frames. This technique is useful for generating 3D video sequences in real time, improving or filtering textured polygons and performing other computationally intensive tasks, typically associated with computer gaming, CAD and 3D modeling. One disadvantage of AFR is a defect known as micro stuttering. Parallel rendering methods AFR belongs to a class of parallel rendering methods, which subdivide a four-dimensional image frame sequence (x,y,z and time) into smaller regions, each of which is then assigned to a different physical processor within a multi-processor array. Note that the regional bo ...
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Reconstruction Filter
In a mixed-signal system ( analog and digital), a reconstruction filter, sometimes called an anti-imaging filter, is used to construct a smooth analog signal from a digital input, as in the case of a digital to analog converter ( DAC) or other sampled data output device. Sampled data reconstruction filters The sampling theorem describes why the input of an ADC requires a low-pass analog electronic filter, called the anti-aliasing filter: the sampled ''input'' signal must be bandlimited to prevent aliasing (here meaning waves of higher frequency being ''recorded'' as a lower frequency). For the same reason, the output of a DAC requires a low-pass analog filter, called a reconstruction filter - because the ''output'' signal must be bandlimited, to prevent imaging (meaning Fourier coefficients being reconstructed as spurious high-frequency 'mirrors'). This is an implementation of the Whittaker–Shannon interpolation formula. Ideally, both filters should be brickwall filters, con ...
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Doom (1993 Video Game)
''Doom'' (stylized as ''DOOM'') is a 1993 first-person shooter (FPS) game developed by id Software for MS-DOS. Players assume the role of a space marine, popularly known as Doomguy, fighting their way through hordes of invading demons from hell. Id began developing ''Doom'' after the release of their previous FPS, ''Wolfenstein 3D'' (1992)''.'' It emerged from a 3D game engine developed by John Carmack, who wanted to create a science fiction game inspired by ''Dungeons & Dragons'' and the films ''Evil Dead II'' and ''Aliens (film), Aliens.'' The first episode, comprising nine levels, was distributed freely as shareware; the full game, with two further episodes, was sold via mail order. An updated version with an additional episode and more difficult levels, ''The Ultimate Doom'', was released in 1995 and sold at retail. ''Doom'' is one of the most significant games in History of video games, video game history, frequently cited as one of the List of video games considered the ...
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Interlaced Video
Interlaced video (also known as interlaced scan) is a technique for doubling the perceived frame rate of a video display without consuming extra bandwidth. The interlaced signal contains two fields of a video frame captured consecutively. This enhances motion perception to the viewer, and reduces flicker by taking advantage of the phi phenomenon. This effectively doubles the time resolution (also called ''temporal resolution'') as compared to non-interlaced footage (for frame rates equal to field rates). Interlaced signals require a display that is natively capable of showing the individual fields in a sequential order. CRT displays and ALiS plasma displays are made for displaying interlaced signals. Interlaced scan refers to one of two common methods for "painting" a video image on an electronic display screen (the other being progressive scan) by scanning or displaying each line or row of pixels. This technique uses two fields to create a frame. One field contains all ...
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Deinterlacing
Deinterlacing is the process of converting interlaced video into a non-interlaced or Progressive scan, progressive form. Interlaced video signals are commonly found in analog television, digital television (HDTV) when in the 1080i format, some DVD titles, and a smaller number of Blu-ray discs. An interlaced video frame consists of two Video field, fields taken in sequence: the first containing all the odd lines of the image, and the second all the even lines. Analog television employed this technique because it allowed for less transmission bandwidth while keeping a high frame rate for smoother and more life-like motion. A non-interlaced (or progressive scan) signal that uses the same bandwidth only updates the display half as often and was found to create a perceived flicker or stutter. CRT-based displays were able to display interlaced video correctly due to their complete analog nature, blending in the alternating lines seamlessly. However, since the early 2000s, displays such ...
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Anti-aliasing
Anti-aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording. Specific topics in anti-aliasing include: * Anti-aliasing filter, a filter used before a signal sampler, to restrict the bandwidth of a signal such as in audio applications * Manual anti aliasing, artistic technique done in pixel art graphics to smooth transitions between shapes, to soften lines or to blur edges. * Spatial anti-aliasing, the technique of minimizing aliasing when representing a high-resolution image at a lower resolution ** Fast approximate anti-aliasing, an anti-aliasing algorithm created by Timothy Lottes under Nvidia. May also be referred to as Fast Sample Anti-aliasing (FSAA). ** Multisample anti-aliasing, a type of spatial anti-aliasing method ** Supersampling, a type of spatial anti-aliasing method * Temporal anti-aliasing, techniques to reduce or remove the effects of temporal aliasing in movin ...
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Siege
A siege is a military blockade of a city, or fortress, with the intent of conquering by attrition, or a well-prepared assault. This derives from la, sedere, lit=to sit. Siege warfare is a form of constant, low-intensity conflict characterized by one party holding a strong, static, defensive position. Consequently, an opportunity for negotiation between combatants is not uncommon, as proximity and fluctuating advantage can encourage diplomacy. The art of conducting and resisting sieges is called siege warfare, siegecraft, or poliorcetics. A siege occurs when an attacker encounters a city or fortress that cannot be easily taken by a quick assault, and which refuses to surrender. Sieges involve surrounding the target to block the provision of supplies and the reinforcement or escape of troops (a tactic known as " investment"). This is typically coupled with attempts to reduce the fortifications by means of siege engines, artillery bombardment, mining (also known as sapping), or ...
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2010s
File:2010s collage v21.png, From top left, clockwise: Anti-government protests called the Arab Spring arose in 2010–2011, and as a result, many governments were overthrown, including when Libyan dictator Muammar Gaddafi was killed; Crimea is annexed by Russia in 2014; ISIS/ISIL perpetrates terrorist attacks and captures territory in Syria and Iraq; climate change awareness and the Paris Agreement; the Event Horizon Telescope captures the first image of a black hole in 2017; '' Obergefell v. Hodges'' legalizes same-sex marriage in the United States in 2015; increasing use of digital and mobile technologies; the UK votes to leave the EU in 2016, on a rising tide of populism throughout the West during the decade., 420x420px, thumb rect 0 0 400 200 Arab Spring rect 0 200 400 400 Death of Muammar Gaddafi rect 400 0 800 400 Russian Annexation of Crimea rect 800 0 1200 400 Islamic State rect 0 400 600 800 Brexit rect 600 400 1200 800 Paris Agreement rect 0 800 400 1200 iPhon ...
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4K Resolution
4K resolution refers to a horizontal display resolution of approximately 4,000 pixels. Digital television and digital cinematography commonly use several different 4K resolutions. In television and consumer media, 38402160 (4K UHD) is the dominant 4K standard, whereas the movie projection industry uses 40962160 (DCI 4K). The 4K television market share increased as prices fell dramatically during 2014 and 2015. 4K standards and terminology The term "4K" is generic and refers to any resolution with a horizontal pixel count of approximately 4,000. Several different 4K resolutions have been standardized by various organizations. The terms "4K" and "Ultra HD" are used more widely in marketing than "2160p". While typically referring to motion pictures, some digital camera vendors have used the term "4K photo" for still photographs, making it appear like an especially high resolution even though 3840×2160 pixels equal approximately 8.3 megapixels, which is not considered to be ...
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