GeForce 3
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GeForce 3
The GeForce 3 series (NV20) is the third generation of Nvidia's GeForce graphics processing units (GPUs). Introduced in February 2001, it advanced the GeForce architecture by adding programmable pixel and vertex shaders, multisample anti-aliasing and improved the overall efficiency of the rendering process. The GeForce 3 was unveiled during the 2001 Macworld Conference & Expo/Tokyo 2001 in Makuhari Messe and powered realtime demos of Pixar's Junior Lamp and id Software's Doom 3. Apple would later announce launch rights for its new line of computers. The GeForce 3 family comprises 3 consumer models: the GeForce 3, the GeForce 3 Ti200, and the GeForce 3 Ti500. A separate professional version, with a feature-set tailored for computer aided design, was sold as the Quadro DCC. A derivative of the GeForce 3, known as the NV2A, is used in the Microsoft Xbox game console. Architecture Introduced three months after Nvidia acquired the assets of 3dfx and marketed as the ''nFinite ...
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Nvidia GeForce 3 Series Logo
Nvidia CorporationOfficially written as NVIDIA and stylized in its logo as VIDIA with the lowercase "n" the same height as the uppercase "VIDIA"; formerly stylized as VIDIA with a large italicized lowercase "n" on products from the mid 1990s to early-mid 2000s. Though unofficial, second letter capitalization of NVIDIA, i.e. nVidia, may be found within enthusiast communities and publications. ( ) is an American multinational technology company incorporated in Delaware and based in Santa Clara, California. It is a software and fabless company which designs graphics processing units (GPUs), application programming interface (APIs) for data science and high-performance computing as well as system on a chip units (SoCs) for the mobile computing and automotive market. Nvidia is a global leader in artificial intelligence hardware and software. Its professional line of GPUs are used in workstations for applications in such fields as architecture, engineering and construction, media an ...
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Graphics Card
A graphics card (also called a video card, display card, graphics adapter, VGA card/VGA, video adapter, display adapter, or mistakenly GPU) is an expansion card which generates a feed of output images to a display device, such as a computer monitor. Graphics cards are sometimes called discrete or dedicated graphics cards to emphasize their distinction to Graphics processing unit#Integrated graphics, integrated graphics. A graphics processing unit that performs the necessary computations is the main component of a graphics card, but the acronym "GPU" is sometimes also used to refer to the graphics card as a whole. Most graphics cards are not limited to simple display output. The graphics processing unit can be used for additional processing, which reduces the load from the central processing unit. Additionally, computing platforms such as OpenCL and CUDA allow using graphics cards for General-purpose computing on graphics processing units, general-purpose computing. Applications o ...
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GeForce3 Ti 500
The GeForce 3 series (NV20) is the third generation of Nvidia's GeForce graphics processing units (GPUs). Introduced in February 2001, it advanced the GeForce architecture by adding programmable pixel and vertex shaders, multisample anti-aliasing and improved the overall efficiency of the rendering process. The GeForce 3 was unveiled during the 2001 Macworld Conference & Expo/Tokyo 2001 in Makuhari Messe and powered realtime demos of Pixar's Junior Lamp and id Software's Doom 3. Apple would later announce launch rights for its new line of computers. The GeForce 3 family comprises 3 consumer models: the GeForce 3, the GeForce 3 Ti200, and the GeForce 3 Ti500. A separate professional version, with a feature-set tailored for computer aided design, was sold as the Quadro DCC. A derivative of the GeForce 3, known as the NV2A, is used in the Microsoft Xbox game console. Architecture Introduced three months after Nvidia acquired the assets of 3dfx and marketed as the ''nFinite ...
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Radeon R100
The Radeon R100 is the first generation of Radeon graphics chips from ATI Technologies. The line features 3D acceleration based upon Direct3D 7.0 and OpenGL 1.3, and all but the entry-level versions offloading host geometry calculations to a hardware transform and lighting (T&L) engine, a major improvement in features and performance compared to the preceding Rage design. The processors also include 2D GUI acceleration, video acceleration, and multiple display outputs. "R100" refers to the development codename of the initially released GPU of the generation. It is the basis for a variety of other succeeding products. Development Architecture The first-generation Radeon GPU was launched in 2000, and was initially code-named ''Rage 6'' (later ''R100''), as the successor to ATI's aging Rage 128 Pro which was unable to compete with the GeForce 256. The card also had been described as ''Radeon 256'' in the months leading up to its launch, possibly to draw comparisons with the co ...
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Radeon R200
The R200 is the second generation of GPUs used in Radeon graphics cards and developed by ATI Technologies. This GPU features 3D acceleration based upon Microsoft Direct3D 8.1 and OpenGL 1.3, a major improvement in features and performance compared to the preceding Radeon R100 design. The GPU also includes 2D GUI acceleration, video acceleration, and multiple display outputs. "R200" refers to the development codename of the initially released GPU of the generation. It is the basis for a variety of other succeeding products. Architecture R200's 3D hardware consists of 4 pixel pipelines, each with 2 texture sampling units. It has 2 vertex shader units and a legacy Direct3D 7 TCL unit, marketed as ''Charisma Engine II''. It is ATI's first GPU with programmable pixel and vertex processors, called ''Pixel Tapestry II'' and compliant with Direct3D 8.1. R200 has advanced memory bandwidth saving and overdraw reduction hardware called ''HyperZ II'' that consists of occlusion cullin ...
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Anisotropic Filtering
In 3D computer graphics, anisotropic filtering (abbreviated AF) is a method of enhancing the image quality of textures on surfaces of computer graphics that are at oblique viewing angles with respect to the camera where the projection of the texture (not the polygon or other primitive on which it is rendered) appears to be non-orthogonal (thus the origin of the word: "an" for ''not'', "iso" for ''same'', and "tropic" from tropism, relating to direction; anisotropic filtering does not filter the same in every direction). Like bilinear and trilinear filtering, anisotropic filtering eliminates aliasing effects, but improves on these other techniques by reducing blur and preserving detail at extreme viewing angles. Anisotropic filtering is relatively intensive (primarily memory bandwidth and to some degree computationally, though the standard space–time tradeoff rules apply) and only became a standard feature of consumer-level graphics cards in the late 1990s. Anisotropic filt ...
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Texture Sampling Unit
This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms This glossary of computer hardware terms is a list of definitions of terms and concepts related to computer hardware, i.e. the physical and structural components of computers, architectural issues, and peripheral devices. A .... 0–9 A B C D E F G H I K L M N O P ...
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Quincunx
A quincunx () is a geometric pattern consisting of five points arranged in a cross, with four of them forming a square or rectangle and a fifth at its center. The same pattern has other names, including "in saltire" or "in cross" in heraldry (depending on the orientation of the outer square), the five-point stencil in numerical analysis, and the five dots tattoo. It forms the arrangement of five units in the pattern corresponding to the five-spot on six-sided dice, playing cards, and dominoes. It is represented in Unicode as or (for the die pattern) . Historical origins of the name The quincunx was originally a coin issued by the Roman Republic c. 211–200 BC, whose value was five twelfths (''quinque'' and ''uncia'') of an as, the Roman standard bronze coin. On the Roman quincunx coins, the value was sometimes indicated by a pattern of five dots or pellets. However, these dots were not always arranged in a quincunx pattern. The ''Oxford English Dictionary'' (OED) d ...
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Spatial Anti-aliasing
In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics, digital audio, and many other applications. Anti-aliasing means removing signal components that have a higher frequency than is able to be properly resolved by the recording (or sampling) device. This removal is done before (re)sampling at a lower resolution. When sampling is performed without removing this part of the signal, it causes undesirable artifacts such as black-and-white noise. In signal acquisition and audio, anti-aliasing is often done using an analog anti-aliasing filter to remove the out-of-band component of the input signal prior to sampling with an analog-to-digital converter. In digital photography, optical anti-aliasing filters made of birefringent materials smooth the signal in the spatial optical domain. The anti-a ...
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