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R420
The R420 GPU, developed by ATI Technologies, was the company's basis for its 3rd-generation DirectX 9.0/OpenGL 2.0-capable graphics cards. Used first on the Radeon X800, the R420 was produced on a 0.13 micrometer (130 nm) low-''K'' photolithography process and used GDDR-3 memory. The chip was designed for AGP graphics cards. Driver support of this core was discontinued as of Catalyst 9.4, and as a result there is no official Windows 7 support for any of the X700 - X850 products. Development In terms of supported DirectX features, R420 (codenamed Loki) was very similar to the R300. R420 basically takes a "wider is better" approach to the previous architecture, with some small tweaks thrown in to enhance it in various ways. The chip came equipped with over double the pixel and vertex pushing resources compared to the Radeon 9800 XT's R360 (a minor evolution of the R350), with 16 DirectX 9.0b pixel pipelines and 16 ROPs. One would not be far off seeing the X800 XT basically as ...
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FireGL
AMD FirePro was AMD's brand of graphics cards designed for use in workstations and servers running professional Computer-aided design (CAD), Computer-generated imagery (CGI), Digital content creation (DCC), and High-performance computing/GPGPU applications. The GPU Die (integrated circuit), chips on FirePro-branded graphics cards are identical to the ones used on Radeon-branded graphics cards. The end products (i.e. the graphics card) differentiate substantially by the provided graphics device drivers and through the available professional support for the software. The product line is split into two categories: "W" workstation series focusing on workstation and primarily focusing on graphics and display, and "S" server series focused on Virtual machine, virtualization and GPGPU/High-performance computing. The release of the AMD Radeon Pro#Radeon Pro Duo, Radeon Pro Duo in April 2016 and the announcement of the AMD Radeon Pro#Radeon Pro WX series, Radeon Pro WX Series in July 2 ...
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High Level Shader Language
The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher. HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the Nvidia Cg shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently. HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics. HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for each ...
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Radeon R300
The R300 GPU, introduced in August 2002 and developed by ATI Technologies, is its third generation of GPU used in ''Radeon'' graphics cards. This GPU features 3D acceleration based upon Direct3D 9.0 and OpenGL 2.0, a major improvement in features and performance compared to the preceding R200 design. R300 was the first fully Direct3D 9-capable consumer graphics chip. The processors also include 2D GUI acceleration, video acceleration, and multiple display outputs. The first graphics cards using the R300 to be released were the Radeon 9700. It was the first time that ATI marketed its GPU as a Visual Processing Unit (VPU). R300 and its derivatives would form the basis for ATI's consumer and professional product lines for over 3 years. The integrated graphics processor based upon R300 is the ''Xpress 200''. Development ATI had held the lead for a while with the Radeon 8500 but Nvidia retook the performance crown with the launch of the GeForce 4 Ti line. A new high-end refresh ...
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Radeon X1000 Series
The R520 (codenamed Fudo) is a graphics processing unit (GPU) developed by ATI Technologies and produced by TSMC. It was the first GPU produced using a 90 nm photolithography process. The R520 is the foundation for a line of DirectX 9.0c and OpenGL 2.0 3D accelerator X1000 video cards. It is ATI's first major architectural overhaul since the R300 and is highly optimized for Shader Model 3.0. The Radeon X1000 series using the core was introduced on October 5, 2005, and competed primarily against Nvidia's GeForce 7000 series. ATI released the successor to the R500 series with the R600 series on May 14, 2007. ATI does not provide official support for any X1000 series cards for Windows 8 or Windows 10; the last AMD Catalyst for this generation is the 10.2 from 2010 up to Windows 7. AMD stopped providing drivers for Windows 7 for this series in 2015. A series of open source Radeon drivers are available when using a Linux distribution. The same GPUs are also found in so ...
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R300
The R300 GPU, introduced in August 2002 and developed by ATI Technologies, is its third generation of GPU used in '' Radeon'' graphics cards. This GPU features 3D acceleration based upon Direct3D 9.0 and OpenGL 2.0, a major improvement in features and performance compared to the preceding R200 design. R300 was the first fully Direct3D 9-capable consumer graphics chip. The processors also include 2D GUI acceleration, video acceleration, and multiple display outputs. The first graphics cards using the R300 to be released were the Radeon 9700. It was the first time that ATI marketed its GPU as a Visual Processing Unit (VPU). R300 and its derivatives would form the basis for ATI's consumer and professional product lines for over 3 years. The integrated graphics processor based upon R300 is the ''Xpress 200''. Development ATI had held the lead for a while with the Radeon 8500 but Nvidia retook the performance crown with the launch of the GeForce 4 Ti line. A new high-end refresh ...
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GDDR-3
GDDR3 SDRAM (Graphics Double Data Rate 3 SDRAM) is a type of DDR SDRAM specialized for graphics processing units (GPUs) offering less access latency and greater device bandwidths. Its specification was developed by ATI Technologies in collaboration with DRAM vendors including Elpida Memory, Hynix Semiconductor, Infineon (later Qimonda) and Micron. It was later adopted as a JEDEC standard. Overview It has much the same technological base as DDR2, but the power and heat dispersal requirements have been reduced somewhat, allowing for higher performance memory modules, and simplified cooling systems. GDDR3 is not related to the JEDEC DDR3 specification. This memory uses internal terminators, enabling it to better handle certain graphics demands. To improve throughput, GDDR3 memory transfers 4 bits of data per pin in 2 clock cycles. The GDDR3 interface transfers two 32 bit wide data words per clock cycle from the I/O pins. Corresponding to the 4n-prefetch a single write or re ...
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GeForce 6 Series
The GeForce 6 series (codename NV40) is Nvidia's sixth generation of GeForce graphics processing unit, graphic processing units. Launched on April 14, 2004, the GeForce 6 family introduced Nvidia PureVideo, PureVideo post-processing for video, ''Scalable Link Interface, SLI'' technology, and ''Shader Model 3.0'' support (compliant with Microsoft DirectX 9.0c specification and OpenGL 2.0). GeForce 6 series features SLI The Scalable Link Interface (SLI) allows two GeForce 6 cards of the same type to be connected in tandem. The driver software balances the workload between the cards. SLI-capability is limited to select members of the GeForce 6 family; 6500 and above. SLI is only available for cards utilizing the PCI-Express bus. Nvidia PureVideo Technology Nvidia PureVideo technology is the combination of a dedicated video processing core and software which decodes H.264, VC-1, Windows Media Video, WMV, and MPEG-2 videos with reduced CPU utilization. Shader Model 3.0 Nvidia ...
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Normal Mapping
In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map. Normal maps are commonly stored as regular RGB images where the RGB components correspond to the X, Y, and Z coordinates, respectively, of the surface normal. History In 1978 Jim Blinn described how the normals of a surface could be perturbed to make geometrically flat faces have a detailed appearance. The idea of taking geometric details from a high polygon model was introduced in "Fitting Smooth Surfaces to Dense Polygon Meshes" by Krishnamurthy and Levoy, Proc. SIGGRAPH 1996, where this approach was used for creating displacement maps over nurbs. In 1998, two papers were pre ...
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Parallax Mapping
Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games. To the end user, this means that textures such as stone walls will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation. Parallax mapping was introduced by Tomomichi Kaneko et al., in 2001.Kaneko, T., et al., 2001Detailed Shape Representation with Parallax Mapping In Proceedings of ICAT 2001, pp. 205-208. Parallax mapping is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the height map at that point. At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to parallax effects as the view changes. Parallax mapping describ ...
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Temporal Anti-aliasing
Temporal anti-aliasing (TAA) is a spatial anti-aliasing technique for computer-generated video that combines information from past frames and the current frame to remove jaggies in the current frame. In TAA, each pixel is sampled once per frame but in each frame the sample is at a different location within the pixel. Pixels sampled in past frames are blended with pixels sampled in the current frame to produce an anti-aliased image.Brian Kari, Epic Game"High Quality Temporal Supersampling" TAA compared to MSAA Prior to the development of TAA, MSAA was the dominant anti-aliasing technique. MSAA samples (renders) each pixel multiple times at different locations within the frame and averages the samples to produce the final pixel value. In contrast, TAA samples each pixel only once per frame, but it samples the pixels at a different locations in different frames. This makes TAA faster than MSAA. In parts of the picture without motion, TAA effectively computes MSAA over multiple frames ...
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Framerate
Frame rate (expressed in or FPS) is the frequency (rate) at which consecutive images (frames) are captured or displayed. The term applies equally to film and video cameras, computer graphics, and motion capture systems. Frame rate may also be called the , and be expressed in hertz. Frame rate in electronic camera specifications may refer to the maximal possible rate, where, in practice, other settings (such as exposure time) may reduce the frequency to a lower number. Human vision The temporal sensitivity and resolution of human vision varies depending on the type and characteristics of visual stimulus, and it differs between individuals. The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion. Modulated light (such as a computer display) is perceived as stable by the majority of participants in studies when the rate is higher than 50 Hz. This perception of modulated light as steady is known ...
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