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Display List
A display list (or ''display file'') is a series of graphics commands that define an output image. The image is created ( ''rendered'') by executing the commands to combine various primitives. This activity is most often performed by specialized display or processing hardware partly or completely independent of the system's CPU for the purpose of freeing the CPU from the overhead of maintaining the display, and may provide output features or speed beyond the CPU's capability. For a display device without a frame buffer, such as vector graphics displays, the commands were executed every fraction of a second to maintain and animate the output. In modern systems, the commands need only be executed when they have changed or in order to refresh the output (e.g., when restoring a minimized window). A display list can represent both two- and three-dimensional scenes. Systems that make use of a display list to store the scene are called retained mode systems as opposed to immediate mode s ...
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Rendering (computer Graphics)
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a ''scene file'' containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output. Rendering is one of the major sub-topics of 3D computer graphics, and in practice it is always connected to the others. It is the last major step in the gr ...
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Film Frame
In filmmaking, video production, animation, and related fields, a frame is one of the many ''still images'' which compose the complete ''moving picture''. The term is derived from the historical development of film stock, in which the sequentially recorded single images look like a framed picture when examined individually. The term may also be used more generally as a noun or verb to refer to the edges of the image as seen in a camera viewfinder or projected on a screen. Thus, the camera operator can be said to keep a car in frame by panning with it as it speeds past. Overview When the moving picture is displayed, each frame is flashed on a screen for a short time (nowadays, usually 1/24, 1/25 or 1/30 of a second) and then immediately replaced by the next one. Persistence of vision blends the frames together, producing the illusion of a moving image. The frame is also sometimes used as a unit of time, so that a momentary event might be said to last six frames, the actual dur ...
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Sprite (computer Graphics)
Sprite commonly refers to: * Sprite (drink), a lemon-lime beverage produced by the Coca-Cola Company * Sprite (computer graphics), a smaller bitmap composited onto another by hardware or software * Sprite (folklore), a type of legendary creature including elves, fairies, and pixies Sprite may also refer to: Comics *Sprite (Eternal), a fictional member of the race of Eternals in the Marvel Universe * ''Sprite'' (manga), a 2009 Japanese manga series *Sprite, alias of the Marvel Comics character Kitty Pryde *Sprite comic, a webcomic that consists primarily of computer sprites from video games Computing and technology * Sprite (operating system), an operating system developed at the University of California, Berkeley * SPRITE (spacecraft), a proposed Saturn atmospheric probe mission * SPRITE infrared detector, a specialist detector device using a process known as signal processing in the element * De Havilland Sprite, a British rocket engine Vehicles * Sprite (motorcycle), a ...
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Commodore 64
The Commodore 64, also known as the C64, is an 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in the Guinness World Records as the highest-selling single computer model of all time, with independent estimates placing the number sold between 12.5 and 17 million units. Volume production started in early 1982, marketing in August for . Preceded by the VIC-20 and Commodore PET, the C64 took its name from its of RAM. With support for multicolor sprites and a custom chip for waveform generation, the C64 could create superior visuals and audio compared to systems without such custom hardware. The C64 dominated the low-end computer market (except in the UK and Japan, lasting only about six months in Japan) for most of the later years of the 1980s. For a substantial period (1983–1986), the C64 had between 30% and 40% share of the US market and two mil ...
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MOS Technology VIC-II
The VIC-II (Video Interface Chip II), specifically known as the MOS Technology 6567/8562/8564 (NTSC versions), 6569/8565/8566 (PAL), is the microchip tasked with generating Y/C video signals (combined to composite video in the RF modulator) and DRAM refresh signals in the Commodore 64 and C128 home computers. Succeeding MOS's original VIC (used in the VIC-20), the VIC-II was one of the two chips mainly responsible for the C64's success (the other chip being the 6581 SID). Development history The VIC-II chip was designed primarily by Al Charpentier and Charles Winterble at MOS Technology, Inc. as a successor to the MOS Technology 6560 "VIC". The team at MOS Technology had previously failed to produce two graphics chips named ''MOS Technology 6562'' for the Commodore TOI computer, and ''MOS Technology 6564'' for the Color PET, due to memory speed constraints. In order to construct the VIC-II, Charpentier and Winterble made a market survey of current home computers and video ...
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List Of Home Computers By Video Hardware
This is a list of home computers, sorted alphanumerically, which lists all relevant details of their video hardware. Home computers are the second generation of desktop computers, entering the market in 1977 and becoming common during the 1980s. A decade later they were generally replaced by IBM PC compatible "PCs", although technically home computers are also classified as personal computers. Examples of typical early home computers are the TRS-80, Atari 400/800, BBC Micro, the ZX Spectrum, the MSX 1, the Amstrad CPC 464 and the Commodore 64. Examples of typical late home computers are MSX 2 systems, and the Amiga and Atari ST systems. Note: in cases of manufacturers who have made both home and personal computers, only machines fitting into the ''home'' computer category are listed. Systems in the personal computer category, except for Early Macintosh PCs, are generally based on the VGA standard and use a video chip known as a Graphics Processing Unit. Very early PCs used on ...
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DirectX 12
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name ''DirectX'' was coined as a shorthand term for all of these APIs (the ''X'' standing in for the particular API names) and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the ''X'' was used as the basis of the name Xbox to indicate that the console was based on DirectX technology. The ''X'' initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite. Direct3D (the 3D graphics API within DirectX) is widely used in the develop ...
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Vulkan (API)
Vulkan is a low-Overhead (computing), overhead, cross-platform API, open standard for 3D graphics and compute kernel, computing. Vulkan targets high-performance real-time 3D graphics applications, such as video games and interactive media. Vulkan is intended to offer higher performance and more efficient CPU and GPU usage compared to older OpenGL and Direct3D 11 APIs. It provides a considerably lower-level API for the application than the older APIs, making Vulkan comparable to Apple Inc., Apple's Metal (API), Metal API and Microsoft, Microsoft's Direct3D 12. In addition to its lower CPU usage, Vulkan is designed to allow developers to better distribute work among Multi-core processor, multiple CPU cores. Vulkan was first announced by the non-profit Khronos Group at Game Developers Conference, GDC 2015. The Vulkan API was initially referred to as the "next generation OpenGL initiative", or "OpenGL next" by Khronos, but use of those names was discontinued when Vulkan was announced ...
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Vertex Buffer Object
A vertex buffer object (VBO) is an OpenGL feature that provides methods for uploading vertex data (position, normal vector, color, etc.) to the video device for non-immediate-mode rendering. VBOs offer substantial performance gains over immediate mode rendering primarily because the data reside in video device memory rather than system memory and so it can be rendered directly by the video device. These are equivalent to vertex buffers in Direct3D. The vertex buffer object specification has been standardized by thOpenGL Architecture Review Boardas of OpenGL Version 1.5 (in 2003). Similar functionality was available before the standardization of VBOs via the Nvidia-created extension "vertex array range" or ATI Ati or ATI may refer to: * Ati people, a Negrito ethnic group in the Philippines **Ati language (Philippines), the language spoken by this people group ** Ati-Atihan festival, an annual celebration held in the Philippines *Ati language (China), a ...'s "vertex array object ...
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Graphics Pipeline
In computer graphics, a computer graphics pipeline, rendering pipeline or simply graphics pipeline, is a conceptual model that describes what steps a graphics system needs to perform to Rendering (computer graphics), render a 3D scene to a 2D screen. Once a 3D model has been created, for instance in a video game or any other 3D computer animation, the graphics pipeline is the process of turning that 3D model into what the computer displays.   Because the steps required for this operation depend on the software and hardware used and the desired display characteristics, there is no universal graphics pipeline suitable for all cases. However, graphics Application programming interface, application programming interfaces (APIs) such as Direct3D and OpenGL were created to unify similar steps and to control the graphics pipeline of a given Hardware acceleration, hardware accelerator. These APIs abstract the underlying hardware and keep the programmer away from w ...
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Rainbow Processing
A rainbow is a meteorology, meteorological phenomenon that is caused by Specular reflection, reflection, refraction and dispersion (optics), dispersion of light in water droplets resulting in a optical spectrum, spectrum of light appearing in the sky. It takes the form of a multicoloured circular arc (geometry), arc. Rainbows caused by sunlight always appear in the section of sky directly opposite the Sun. Rainbows can be full circles. However, the observer normally sees only an arc formed by illuminated droplets above the ground, and centered on a line from the Sun to the observer's eye. In a primary rainbow, the arc shows red on the outer part and violet on the inner side. This rainbow is caused by light being refracted when entering a droplet of water, then reflected inside on the back of the droplet and refracted again when leaving it. In a double rainbow, a second arc is seen outside the primary arc, and has the order of its colours reversed, with red on the inner side ...
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Original Amiga Chipset
The Original Chip Set (OCS) is a chipset used in the earliest Commodore Amiga computers and defined the Amiga's graphics and sound capabilities. It was succeeded by the slightly improved Enhanced Chip Set (ECS) and greatly improved Advanced Graphics Architecture (AGA). The original chipset appeared in Amiga models built between 1985 and 1990: the Amiga 1000, Amiga 2000, Amiga CDTV, and Amiga 500. Overview of chips The chipset which gave the Amiga its unique graphics features consists of three main "custom" chips; ''Agnus'', ''Denise'', and ''Paula''. Both the original chipset and the enhanced chipset were manufactured using NMOS logic technology by Commodore's chip manufacturing subsidiary, MOS Technology. According to Jay Miner, the OCS chipset was fabricated in 5 µm manufacturing process while AGA Lisa was implemented in 1.5 µm process. All three custom chips were originally packaged in 48-pin DIPs; later versions of Agnus, known as Fat Ag ...
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