Vertex Buffer Object
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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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OpenGL
OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992; applications use it extensively in the fields of computer-aided design (CAD), virtual reality, scientific visualization, information visualization, flight simulation, and video games. Since 2006, OpenGL has been managed by the non-profit technology consortium Khronos Group. Design The OpenGL specification describes an abstract API for drawing 2D and 3D graphics. Although it is possible for the API to be implemented entirely in software, it is designed to be implemented mostly or entirely in hardware. The API is defined as a set of functions which may be called by the client program, alongside a set of named intege ...
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Vertex (geometry)
In geometry, a vertex (in plural form: vertices or vertexes) is a point (geometry), point where two or more curves, line (geometry), lines, or edge (geometry), edges meet. As a consequence of this definition, the point where two lines meet to form an angle and the corners of polygons and polyhedron, polyhedra are vertices. Definition Of an angle The ''vertex'' of an angle is the point where two Line (mathematics)#Ray, rays begin or meet, where two line segments join or meet, where two lines intersect (cross), or any appropriate combination of rays, segments, and lines that result in two straight "sides" meeting at one place. :(3 vols.): (vol. 1), (vol. 2), (vol. 3). Of a polytope A vertex is a corner point of a polygon, polyhedron, or other higher-dimensional polytope, formed by the intersection (Euclidean geometry), intersection of Edge (geometry), edges, face (geometry), faces or facets of the object. In a polygon, a vertex is called "convex set, convex" if the internal an ...
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Normal Vector
In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve at the point. A normal vector may have length one (a unit vector) or its length may represent the curvature of the object (a ''curvature vector''); its algebraic sign may indicate sides (interior or exterior). In three dimensions, a surface normal, or simply normal, to a surface at point P is a vector perpendicular to the tangent plane of the surface at P. The word "normal" is also used as an adjective: a line ''normal'' to a plane, the ''normal'' component of a force, the normal vector, etc. The concept of normality generalizes to orthogonality (right angles). The concept has been generalized to differentiable manifolds of arbitrary dimension embedded in a Euclidean space. The normal vector space or normal space of a manifold at point P ...
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Immediate Mode (computer Graphics)
Immediate mode in computer graphics is a design pattern of API design in graphics libraries, in which * the client calls directly cause rendering of graphics objects to the display, or in which * the data to describe rendering primitives is inserted frame by frame directly from the client into a command list (in the case of '' immediate mode primitive rendering''), without the use of extensive indirection – thus'' immediate ''– to retained resources. It does not preclude the use of double-buffering. Retained mode is an alternative approach. Historically, retained mode has been the dominant style in GUI libraries; however, both can coexist in the same library and are not necessarily exclusive in practice. Overview In immediate mode, the scene (complete object model of the rendering primitives) is retained in the memory space of the client, instead of the graphics library. This implies that in an immediate mode application the lists of graphical objects to be rendered ...
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Vertex Buffer
This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P Q R S T ...
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Direct3D
Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties. Direct3D contains many ...
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Nvidia
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 ...
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ATI Technologies
ATI Technologies Inc. (commonly called ATI) was a Canadian semiconductor industry, semiconductor technology corporation based in Markham, Ontario, Markham, Ontario, that specialized in the development of graphics processing units and chipsets. Founded in 1985 as Array Technology Inc., the company listed publicly in 1993. Advanced Micro Devices (AMD) acquired ATI in 2006. As a major fabrication-less or fabless semiconductor company, ATI conducted research and development in-house and outsourcing, outsourced the manufacturing and assembly of its products. With the decline and eventual bankruptcy of 3dfx in 2000, ATI and its chief rival Nvidia emerged as the two dominant players in the graphics processors industry, eventually forcing other manufacturers into niche roles. The acquisition of ATI in 2006 was important to AMD's strategic development of its AMD Fusion, Fusion generation of computer processors, which integrated general processing abilities with graphics processing function ...
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