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Texture-mapping Unit
In computer graphics, a texture mapping unit (TMU) is a component in modern graphics processing units (GPUs). They are able to rotate, Image scaling, resize, and Image warping, distort a bitmap image to be placed onto an arbitrary plane of a given 3D model as a texture, in a process called texture mapping. In modern graphics cards it is implemented as a discrete stage in a graphics pipeline, whereas when first introduced it was implemented as a separate processor, e.g. as seen on the Voodoo2 graphics card. Background and history The TMU came about due to the compute demands of sampling and transforming a flat image (as the texture map) to the correct angle and perspective it would need to be in 3D space. The compute operation is a large matrix multiply, which CPUs of the time (early Pentiums) could not cope with at acceptable performance. In 2013, TMUs are part of the Shader, shader pipeline and decoupled from the Render output unit, Render Output Pipelines (ROPs). For example, in ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scientific c ...
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Lightmap
A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static objects in applications that use real-time 3D computer graphics, such as video games, in order to provide lighting effects such as global illumination at a relatively low computational cost. History John Carmack's Quake was the first computer game to use lightmaps to augment rendering. Before lightmaps were invented, realtime applications relied purely on Gouraud shading to interpolate vertex lighting for surfaces. This only allowed low frequency lighting information, and could create clipping artifacts close to the camera without perspective-correct interpolation. Discontinuity meshing was sometimes used especially with radiosity solutions to adaptively improve the resolution of vertex lighting information, however the additional cost ...
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Execution Unit
In computer engineering, an execution unit (E-unit or EU) is a part of the central processing unit (CPU) that performs the operations and calculations as instructed by the computer program. It may have its own internal control sequence unit (not to be confused with the CPU's main control unit), some registers, and other internal units such as an arithmetic logic unit (ALU), address generation unit (AGU), floating-point unit (FPU), load-store unit (LSU), branch execution unit (BEU) or some smaller and more specific components."Execution Unit" discussion from the University of Massachusetts Amherst
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Interpolation
In the mathematical field of numerical analysis, interpolation is a type of estimation, a method of constructing (finding) new data points based on the range of a discrete set of known data points. In engineering and science, one often has a number of data points, obtained by sampling or experimentation, which represent the values of a function for a limited number of values of the independent variable. It is often required to interpolate; that is, estimate the value of that function for an intermediate value of the independent variable. A closely related problem is the approximation of a complicated function by a simple function. Suppose the formula for some given function is known, but too complicated to evaluate efficiently. A few data points from the original function can be interpolated to produce a simpler function which is still fairly close to the original. The resulting gain in simplicity may outweigh the loss from interpolation error and give better performance in ca ...
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Texture Maps
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near-photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene. Texture maps A is an image applied (mapped) to the surface of a shape or polygon. This ...
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GPGPU
General-purpose computing on graphics processing units (GPGPU, or less often GPGP) is the use of a graphics processing unit (GPU), which typically handles computation only for computer graphics, to perform computation in applications traditionally handled by the central processing unit (CPU). The use of multiple video cards in one computer, or large numbers of graphics chips, further parallelizes the already parallel nature of graphics processing. Essentially, a GPGPU pipeline is a kind of parallel processing between one or more GPUs and CPUs that analyzes data as if it were in image or other graphic form. While GPUs operate at lower frequencies, they typically have many times the number of cores. Thus, GPUs can process far more pictures and graphical data per second than a traditional CPU. Migrating data into graphical form and then using the GPU to scan and analyze it can create a large speedup. GPGPU pipelines were developed at the beginning of the 21st century for graphic ...
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Framebuffer
A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Modern video cards contain framebuffer circuitry in their cores. This circuitry converts an in-memory bitmap into a video signal that can be displayed on a computer monitor. In computing, a screen buffer is a part of computer memory used by a computer application for the representation of the content to be shown on the computer display. The screen buffer may also be called the video buffer, the regeneration buffer, or regen buffer for short. Screen buffers should be distinguished from video memory. To this end, the term off-screen buffer is also used. The information in the buffer typically consists of color values for every pixel to be shown on the display. Color values are commonly stored in 1-bit binary (monochrome), 4-bit palettized, 8-bit ...
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Antialiasing
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 moving i ...
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Render Output Unit
In computer graphics, the render output unit (ROP) or raster operations pipeline is a hardware component in modern graphics processing units (GPUs) and one of the final steps in the rendering process of modern graphics cards. The pixel pipelines take pixel (each pixel is a dimensionless point) and texel information and process it, via specific matrix and vector operations, into a final pixel or depth value; this process is called rasterization. Thus, ROPs control antialiasing, when more than one sample is merged into one pixel. The ROPs perform the transactions between the relevant buffers in the local memory – this includes writing or reading values, as well as blending them together. Dedicated antialiasing hardware used to perform hardware-based antialiasing methods like MSAA is contained in ROPs. All data rendered has to travel through the ROP in order to be written to the framebuffer, from there it can be transmitted to the display. Therefore, the ROP is where the GPU's ...
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Texture Filtering
In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (pixels of the texture). There are two main categories of texture filtering, magnification filtering and minification filtering. Depending on the situation texture filtering is either a type of reconstruction filter where sparse data is interpolated to fill gaps (magnification), or a type of anti-aliasing (AA), where texture samples exist at a higher frequency than required for the sample frequency needed for texture fill (minification). Put simply, filtering describes how a texture is applied at many different shapes, size, angles and scales. Depending on the chosen filter algorithm the result will show varying degrees of blurriness, detail, spatial aliasing, temporal aliasing and blocking. Depending on the circumstances filtering can be performed in software (such as a software rendering package) or in hardware ...
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Vertex Shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color ( hue, saturation, brightness, and contrast) of all pixels, vertices, and/or textures ...
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Pixel Shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color (hue, saturation, brightness, and contrast) of all pixels, vertices, and/or textures us ...
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