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Supersampling
Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have continuous smooth curves and lines, a computer screen shows the viewer a large number of small squares. These pixels all have the same size, and each one has a single color. A line can only be shown as a collection of pixels, and therefore appears jagged unless it is perfectly horizontal or vertical. The aim of supersampling is to reduce this effect. Color samples are taken at several instances inside the pixel (not just at the center as normal), and an average color value is calculated. This is achieved by rendering the image at a much higher resolution than the one being displayed, then shrinking it to the desired size, using the extra pixels ...
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Aliasing
In signal processing and related disciplines, aliasing is a phenomenon that a reconstructed signal from samples of the original signal contains low frequency components that are not present in the original one. This is caused when, in the original signal, there are components at frequency exceeding a certain frequency called Nyquist frequency, f_s / 2, where f_s is the sampling frequency ( undersampling). This is because typical reconstruction methods use low frequency components while there are a number of frequency components, called aliases, which sampling result in the identical sample. It also often refers to the distortion or artifact that results when a signal reconstructed from samples is different from the original continuous signal. Aliasing can occur in signals sampled in time, for instance in digital audio or the stroboscopic effect, and is referred to as temporal aliasing. Aliasing in spatially sampled signals (e.g., moiré patterns in digital images) is referre ...
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Rendering (computer Graphics)
Rendering is the process of generating a physically-based rendering, photorealistic or Non-photorealistic rendering, non-photorealistic image from input data such as 3D models. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a "architectural rendering, rendering"). Today, to "render" commonly means to generate an image or video from a precise description (often created by an artist) using a computer program. A application software, software application or component-based software engineering, component that performs rendering is called a rendering software engine, engine, render engine, : Rendering systems, rendering system, graphics engine, or simply a renderer. A distinction is made between Real-time computer graphics, real-time rendering, in which images are generated and displayed immediately (ideally fast enough to give the impression of motion or an ...
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Memory
Memory is the faculty of the mind by which data or information is encoded, stored, and retrieved when needed. It is the retention of information over time for the purpose of influencing future action. If past events could not be remembered, it would be impossible for language, relationships, or personal identity to develop. Memory loss is usually described as forgetfulness or amnesia. Memory is often understood as an informational processing system with explicit and implicit functioning that is made up of a sensory processor, short-term (or working) memory, and long-term memory. This can be related to the neuron. The sensory processor allows information from the outside world to be sensed in the form of chemical and physical stimuli and attended to various levels of focus and intent. Working memory serves as an encoding and retrieval processor. Information in the form of stimuli is encoded in accordance with explicit or implicit functions by the working memory p ...
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Memory Bandwidth
Memory bandwidth is the rate at which data can be read from or stored into a semiconductor memory by a processor. Memory bandwidth is usually expressed in units of bytes/second, though this can vary for systems with natural data sizes that are not a multiple of the commonly used 8-bit bytes. Memory bandwidth that is advertised for a given memory or system is usually the maximum theoretical bandwidth. In practice the observed memory bandwidth will be less than (and is guaranteed not to exceed) the advertised bandwidth. A variety of computer benchmarks exist to measure sustained memory bandwidth using a variety of access patterns. These are intended to provide insight into the memory bandwidth that a system should sustain on various classes of real applications. Measurement conventions There are three different conventions for defining the quantity of data transferred in the numerator of "bytes/second": #The bcopy convention: counts the amount of data copied from one location ...
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Buffer (computer Science)
In computer science, a data buffer (or just buffer) is a region of memory used to store data temporarily while it is being moved from one place to another. Typically, the data is stored in a buffer as it is retrieved from an input device (such as a microphone) or just before it is sent to an output device (such as speakers); however, a buffer may be used when data is moved between processes within a computer, comparable to buffers in telecommunication. Buffers can be implemented in a fixed memory location in hardware or by using a virtual data buffer in software that points at a location in the physical memory. In all cases, the data stored in a data buffer is stored on a physical storage medium. The majority of buffers are implemented in software, which typically use RAM to store temporary data because of its much faster access time when compared with hard disk drives. Buffers are typically used when there is a difference between the rate at which data is received and the rate ...
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Uniform Distribution (discrete)
In probability theory and statistics, the discrete uniform distribution is a symmetric probability distribution wherein each of some finite whole number ''n'' of outcome values are equally likely to be observed. Thus every one of the ''n'' outcome values has equal probability 1/''n''. Intuitively, a discrete uniform distribution is "a known, finite number of outcomes all equally likely to happen." A simple example of the discrete uniform distribution comes from throwing a fair six-sided die. The possible values are 1, 2, 3, 4, 5, 6, and each time the die is thrown the probability of each given value is 1/6. If two dice were thrown and their values added, the possible sums would not have equal probability and so the distribution of sums of two dice rolls is not uniform. Although it is common to consider discrete uniform distributions over a contiguous range of integers, such as in this six-sided die example, one can define discrete uniform distributions over any finite set. ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use Conditional (computer programming), conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning). In contrast, a Heuristic (computer science), heuristic is an approach to solving problems without well-defined correct or optimal results.David A. Grossman, Ophir Frieder, ''Information Retrieval: Algorithms and Heuristics'', 2nd edition, 2004, For example, although social media recommender systems are commonly called "algorithms", they actually rely on heuristics as there is no truly "correct" recommendation. As an e ...
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Quasi-Monte Carlo Method
In numerical analysis, the quasi-Monte Carlo method is a method for numerical integration and solving some other problems using low-discrepancy sequences (also called quasi-random sequences or sub-random sequences) to achieve variance reduction. This is in contrast to the regular Monte Carlo method or Monte Carlo integration, which are based on sequences of pseudorandom numbers. Monte Carlo and quasi-Monte Carlo methods are stated in a similar way. The problem is to approximate the integral of a function ''f'' as the average of the function evaluated at a set of points ''x''1, ..., ''x''''N'': : \int_ f(u)\,u \approx \frac\,\sum_^N f(x_i). Since we are integrating over the ''s''-dimensional unit cube, each ''x''''i'' is a vector of ''s'' elements. The difference between quasi-Monte Carlo and Monte Carlo is the way the ''x''''i'' are chosen. Quasi-Monte Carlo uses a low-discrepancy sequence such as the Halton sequence, the Sobol sequence, or the Faure sequence, whereas Mont ...
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Quincunx
A quincunx ( ) is a geometry, geometric pattern consisting of five points arranged in a cross, with four of them forming a Square (geometry), 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 (coin), quincunx was originally a coin issued by the Roman Republic , whose value was five twelfths (''quinque'' and ''uncia'') of an as (coin), as, the Roman standard aes grave, 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. ...
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