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Features New To Windows XP
As the next version of Windows NT after Windows 2000, as well as the successor to Windows Me, Windows XP introduced many new features but it also removed some others. User interface and appearance Graphics With the introduction of Windows XP, the C++ based software-only GDI+ subsystem was introduced to replace certain GDI functions. GDI+ adds anti-aliased 2D graphics, textures, floating point coordinates, gradient shading, more complex path management, bicubic filtering, intrinsic support for modern graphics-file formats like JPEG and PNG, and support for composition of affine transformations in the 2D view pipeline. GDI+ uses RGBA values to represent color. Use of these features is apparent in Windows XP's user interface (transparent desktop icon labels, drop shadows for icon labels on the desktop, shadows under menus, translucent blue selection rectangle in Windows Explorer, sliding task panes and taskbar buttons), and several of its applications such as Microsoft Paint ...
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Windows NT
Windows NT is a Proprietary software, proprietary Graphical user interface, graphical operating system produced by Microsoft as part of its Windows product line, the first version of which, Windows NT 3.1, was released on July 27, 1993. Originally made for the workstation, office, and Server (computing), server markets, the Windows NT line was made available to consumers with the release of Windows XP in 2001. The underlying technology of Windows NT continues to exist to this day with incremental changes and improvements, with the latest version of Windows based on Windows NT being Windows Server 2025 announced in 2024. The name "Windows NT" originally denoted the major technological advancements that it had introduced to the Windows product line, including eliminating the 16-bit computing, 16-bit memory access limitations of earlier Windows releases such as Windows 3.1 and the Windows 9x series. Each Windows release built on this technology is considered to be based on, if not a ...
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DirectPlay
DirectPlay is part of Microsoft's DirectX API. It is a network communication library intended for computer game development, although it can be used for other purposes. DirectPlay is a high-level software interface between applications and communication services that allows games to be connected over the Internet, a modem link, or a network. It features a set of tools that allow players to find game sessions and sites to manage the flow of information between hosts and players. It provides a way for applications to communicate with each other, regardless of the underlying online service or protocol. It also resolves many connectivity issues, such as Network Address Translation (NAT). Like the rest of DirectX, DirectPlay runs in COM and is accessed through component object model (COM) interfaces. By default, DirectPlay uses multi-threaded programming techniques and requires careful thought to avoid the usual threading issues. Since DirectX version 9, this issue can be alleviate ...
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Liquid-crystal Display
A liquid-crystal display (LCD) is a flat-panel display or other Electro-optic modulator, electronically modulated optical device that uses the light-modulating properties of liquid crystals combined with polarizers to display information. Liquid crystals do not emit light directly but instead use a backlight or Reflector (photography), reflector to produce images in color or Monochrome monitor, monochrome. LCDs are available to display arbitrary images (as in a general-purpose computer display) or fixed images with low information content, which can be displayed or hidden: preset words, digits, and seven-segment displays (as in a digital clock) are all examples of devices with these displays. They use the same basic technology, except that arbitrary images are made from a matrix of small pixels, while other displays have larger elements. LCDs are used in a wide range of applications, including LCD televisions, computer monitors, Dashboard, instrument panels, flight instrument ...
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Subpixel Rendering
Subpixel rendering is a method used to increase the effective resolution of a color display device. It utilizes the composition of each pixel, which consists of three subpixels of which are red, green, and blue that can each be individually addressable on the display matrix. Subpixel rendering is primarily used for text rendering on standard DPI displays. Despite the inherent color anomalies, it can also be used to render general graphics. History The origin of subpixel rendering as used today remains controversial. Apple Inc., IBM, and Microsoft patented various implementations with certain technical differences owing to the different purposes their technologies were intended for. Microsoft had several patents in the United States on subpixel rendering technology for text rendering on RGB Stripe layouts. The patents 6,219,025, 6,239,783, 6,307,566, 6,225,973, 6,243,070, 6,393,145, 6,421,054, 6,282,327, 6,624,828 were filed between October 7, 1998, and October 7, 1999, ...
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ClearType
ClearType is Microsoft's implementation of subpixel rendering technology in rendering text in a font system. ClearType attempts to improve the appearance of text on certain types of computer display screens by sacrificing color fidelity for additional intensity variation. This trade-off is asserted to work well on LCD flat panel monitors. ClearType was first announced at the November 1998 COMDEX exhibition. The technology was first introduced in software in January 2000 as an always-on feature of Microsoft Reader, which was released to the public in August 2000. ClearType was significantly changed with the introduction of DirectWrite in Windows 7. With the increasing availability of HiDPI displays after 2012, subpixel rendering has become less necessary. Background Computer displays where the positions of individual pixels are permanently fixed such as most modern flat panel displays can show saw-tooth edges when displaying small, high-contrast graphic elements, such as te ...
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Multiple Render Targets
In the field of 3D computer graphics, Multiple Render Targets, or MRT, is a feature of modern graphics processing units (GPUs) that allows the programmable rendering pipeline to render images to multiple render target textures at once. These textures can then be used as inputs to other shaders or as texture maps applied to 3D models. Introduced by OpenGL 2.0 and Direct3D 9, MRT can be invaluable to real-time 3D applications such as video games. Before the advent of MRT, a programmer would have to issue a command to the GPU to draw the 3D scene once for each render target texture, resulting in redundant vertex transformations which, in a real-time program expected to run as fast as possible, can be quite time-consuming. With MRT, a programmer creates a pixel shader that returns an output value for each render target. This pixel shader then renders to all render targets with a single draw command. A common use of MRT is deferred shading, a shading process which, unlike forward ...
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Microsoft
Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The early 1980s and home computers, rise of personal computers through software like Windows, and the company has since expanded to Internet services, cloud computing, video gaming and other fields. Microsoft is the List of the largest software companies, largest software maker, one of the Trillion-dollar company, most valuable public U.S. companies, and one of the List of most valuable brands, most valuable brands globally. Microsoft was founded by Bill Gates and Paul Allen to develop and sell BASIC interpreters for the Altair 8800. It rose to dominate the personal computer operating system market with MS-DOS in the mid-1980s, followed by Windows. During the 41 years from 1980 to 2021 Microsoft released 9 versions of MS-DOS with a median frequen ...
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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 ...
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Texture Mapping
Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut apart so that it can be unfolded into a 2D coordinate space (UV Space). Semantic Texture mapping can both refer to the task of unwrapping a 3D model, the abstract that a 3D model has textures applied to it and the related algorithm of the 3D software. Texture map refers to a Raster graphics also called image, texture. If the texture stores a specific property it's also referred to as color map, roughness map, etc. The coordinate space which converts from the 3D space of a 3D model into a 2D space so that it can sample from the Texture map is called: UV Space, UV Coordinates, Texture Space. Algorithm A simplified explanation of how an algorithm could work to render an image: # For each pixel we trace the coordinates of the screen ...
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Bump Mapping
Bump mapping is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface, although the surface of the underlying object is not changed. Bump mapping was introduced by James Blinn in 1978.Blinn, James F"Simulation of Wrinkled Surfaces" Computer Graphics, Vol. 12 (3), pp. 286-292 SIGGRAPH-ACM (August 1978) Normal mapping is the most common variation of bump mapping used. Principles Bump mapping is a technique in computer graphics to make a rendered surface look more realistic by simulating small displacements of the surface. However, unlike displacement mapping, the surface geometry is not modified. Instead only the surface normal is modified as if the surface had been displaced. The modified surface normal is then used for li ...
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Distance Fog
Distance fog is a technique used in 3D computer graphics to enhance the perception of distance by shading distant objects differently. Because many of the shapes in graphical environments are relatively simple, and complex shadows are difficult to render, many graphics engines employ a " fog" gradient so objects further from the camera are progressively more obscured by haze and by aerial perspective. This technique simulates the effect of light scattering, which causes more distant objects to appear lower in contrast, especially in outdoor environments. Visibility in a natural haze declines exponentially, not linearly, with distance due to scattering. The colour of the light being scattered into the viewing path affects the colour of the haze; blue under blue skies, reddish near sunset, as with alpenglow. These more subtle details are represented in some graphics. "Fogging" is another use of distance fog in mid-to-late 1990s games, when processing power was not enou ...
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