GeForce 2 Series
The GeForce 2 series (NV15) is the second generation of Nvidia's GeForce line of graphics processing units (GPUs). Introduced in 2000, it is the successor to the GeForce 256. The GeForce 2 family comprised a number of models. The ''GeForce 2 GTS'', ''GeForce 2 Ultra'', ''GeForce 2 Pro'', and ''GeForce 2 Ti'' are based upon the original architecture (NV15), varying only by chip and memory clock speeds. For the low-end segment and OEMs, the ''GeForce 2 MX'' series (NV11) was created, from which the ''GeForce 2 Go'' was derived for laptops. In addition, the GeForce 2 architecture is used for the Nvidia Quadro, Quadro series on the Quadro 2 Pro, 2 MXR, and 2 EX cards with special drivers meant to accelerate computer-aided design applications. Architecture The GeForce 2 architecture (NV15) is similar to the previous GeForce 256 line but with various improvements. Compared to the 220 nanometre, nm GeForce 256, the GeForce 2 is built on a 180 nm manufacturing process, making the ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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GeForce 200 Series
The GeForce 200 series is a series of Tesla-based GeForce graphics processing units developed by Nvidia. Architecture The GeForce 200 series introduced Nvidia's second generation of the Tesla microarchitecture, Nvidia's unified shader architecture; the first major update to it since introduced with the GeForce 8 series. The GeForce GTX 280 and GTX 260 are based on the same processor core. During the manufacturing process, GTX chips were binned and separated through defect testing of the core's logic functionality. Those that failed to meet the GTX 280 hardware specification were re-tested and binned as GTX 260 (which is specified with fewer stream processors, fewer ROPs and a narrower memory bus). In late 2008, Nvidia re-released the GTX 260 with 216 stream processors, up from 192. Effectively, there were two GTX 260 cards in production with non-trivial performance differences. The GeForce 200 series GPUs (GT200a/b GPU), excluding GeForce GTS 250, GTS 240 GPUs (these are ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Nanometre
330px, Different lengths as in respect to the Molecule">molecular scale. The nanometre (international spelling as used by the International Bureau of Weights and Measures; SI symbol: nm), or nanometer (American spelling), is a unit of length in the International System of Units (SI), equal to one billionth ( short scale) or one thousand million (long scale) of a meter (0.000000001 m) and to 1000 picometres. One nanometre can be expressed in scientific notation as 1 × 10−9 m and as m. History The nanometre was formerly known as the "''millimicrometre''" – or, more commonly, the "''millimicron''" for short – since it is of a micrometer. It was often denoted by the symbol ''mμ'' or, more rarely, as ''μμ'' (however, ''μμ'' should refer to a ''millionth'' of a micron). Etymology The name combines the SI prefix '' nano-'' (from the Ancient Greek , ', "dwarf") with the parent unit name ''metre'' (from Greek , ', "unit of measurement"). ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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HyperZ
HyperZ is the brand for a set of processing techniques developed by ATI Technologies and later Advanced Micro Devices and implemented in their Radeon-Graphics processing unit, GPUs. HyperZ was announced in November 2000 and was still available in the TeraScale (microarchitecture), TeraScale-based Radeon HD 2000 Series and in current Graphics Core Next-based graphics products. On the Radeon R100-based cores, Radeon DDR through 7500, where HyperZ debuted, ATI claimed a 20% improvement in overall rendering efficiency. They stated that with HyperZ, Radeon could be said to offer 1.5 gigatexels per second fillrate performance instead of the card's apparent theoretical rate of 1.2 gigatexels. In testing it was shown that HyperZ did indeed offer a tangible performance improvement that allowed the less endowed Radeon to keep up with the less efficient GeForce 2, GeForce 2 GTS. Functionality HyperZ consists of three mechanisms: ; Z compression: The Z-buffer is stored in a lossless compre ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Hidden Surface Determination
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle. A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics. The process of hidden-surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. When referring to line rendering it is known as hidden-line removal. Hidden-surface determination is necessary to render a scene correctly, so that one may not view features hidden behind the model itself, allowing only the naturally viewable portion of the graphic to be visible. Background Hidden-surface determination is a process that identifies which surfaces are not visible to the user (for example, ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Z-buffer
A z-buffer, also known as a depth buffer, is a type of data buffer used in computer graphics to store the depth information of Fragmentation (computing), fragments. The values stored represent the distance to the camera, with 0 being the closest. The encoding scheme may be flipped with the highest number being the value closest to camera. In a Graphics pipeline, 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated Fragment (computer graphics), fragment in the projected screen image is compared to the value already stored in the buffer (depth test), and replaces it if the new value is closer. It works in tandem with the rasterizer, which computes the colored values. The fragment output by the rasterizer is saved if it is not overlapped by another fragment. Z-buffering is a technique used in almost all contemporary computers, laptops, and mobile phones for generating 3D computer graphics. The primary use now is for Video game graphic ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Color Depth
Color depth, also known as bit depth, is either the number of bits used to indicate the color of a single pixel, or the number of bits used for each color component of a single pixel. When referring to a pixel, the concept can be defined as bits per pixel (bpp). When referring to a color component, the concept can be defined as bits per component, bits per channel, bits per color (all three abbreviated bpc), and also bits per pixel component, bits per color channel or bits per sample. Modern standards tend to use bits per component, but historical lower-depth systems used bits per pixel more often. Color depth is only one aspect of color representation, expressing the precision with which the amount of each primary can be expressed; the other aspect is how broad a range of colors can be expressed (the gamut). The definition of both color precision and gamut is accomplished with a color encoding specification which assigns a digital code value to a location in a color space. The ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Voodoo 5
The Voodoo 5 was the last and most powerful graphics card line that was released by 3dfx, 3dfx Interactive. All members of the family were based upon the VSA-100 graphics processor.Lal Shimpi, Anand3dfx Voodoo5 5500 Anandtech, July 11, 2000. Only the single-chip Voodoo 4 4500 and dual-chip Voodoo 5 5500 made it to market. Architecture and performance The VSA-100 graphics chip is a direct descendant of "Avenger", more commonly known as Voodoo3. It was built on a 250 nanometre, nm Semiconductor device fabrication, semiconductor manufacturing process, as with Voodoo3. However, the process was tweaked with a sixth metal layer to allow for better density and speed, and the transistors have a slightly shorter gate length and thinner gate oxide. VSA-100 has a transistor count of roughly 14 million, compared to Voodoo3's ~8 million. The chip has a larger texture cache than its predecessors and the data paths are 32 bits wide rather than 16-bit. Rendering calculations are 40 bits wide in ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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3dfx
3dfx Interactive, Inc. was an American computer hardware company headquartered in San Jose, California, founded in 1994, that specialized in the manufacturing of 3D graphics processing units, and later, video cards. It was a pioneer in the field from the mid 1990s to 2000. The company's original product was the Voodoo Graphics, an add-in card that implemented hardware acceleration of 3D graphics. The hardware accelerated only 3D rendering, relying on the PC's current video card for 2D support. Despite this limitation, the Voodoo Graphics product and its follow-up, Voodoo2, were popular. It became standard for 3D games to offer support for the company's Glide API. Renewed interest in 3D gaming led to the success of the company's products and by the second half of the 1990s products combining a 2D output with 3D performance were appearing. This was accelerated by the introduction of Microsoft's Direct3D, which provided a single high-performance API that could be implemente ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Radeon R100
The Radeon R100 is the first generation of Radeon graphics chips from ATI Technologies. The line features 3D acceleration based upon Direct3D 7.0 and OpenGL 1.3, and all but the entry-level versions offloading host geometry calculations to a hardware transform and lighting (T&L) engine, a major improvement in features and performance compared to the preceding Rage design. The processors also include 2D GUI acceleration, video acceleration, and multiple display outputs. "R100" refers to the development codename of the initially released GPU of the generation, various releases which were collectively known as the Radeon 7200. It is the basis for a variety of other succeeding products, including the entry-level RV100 (Radeon VE or Radeon 7000) and higher-performance refresh RV200 (Radeon 7500), the latter two having dual-monitor support. Development Architecture The first-generation Radeon GPU was launched in 2000, and was initially code-named ''Rage 6'' (later ''R100''), ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Quake III Arena
''Quake III Arena'' is a 1999 first-person shooter game developed by id Software. The third installment of the ''Quake'' series, ''Arena'' differs from previous games by excluding a story-based single-player mode and focusing primarily on multiplayer gameplay. The single-player mode is played against computer-controlled bots. It features music composed by Sonic Mayhem and Front Line Assembly founder Bill Leeb. Notable features of ''Quake III Arena'' include a minimalist design, very extensively customizable settings such as field of view, texture detail and enemy model; and advanced movement features such as strafe-jumping and rocket-jumping. The game was praised by reviewers who, for the most part, described the gameplay as fun and engaging. Many liked the crisp graphics and focus on multiplayer. ''Quake III Arena'', often being considered one of the greatest video games ever made, has also been used extensively in professional electronic sports tournaments such as Qua ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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High-definition Television
High-definition television (HDTV) describes a television or video system which provides a substantially higher image resolution than the previous generation of technologies. The term has been used since at least 1933; in more recent times, it refers to the generation following standard-definition television (SDTV). It is the standard video format used in most broadcasts: Terrestrial television, terrestrial broadcast television, cable television, satellite television. Formats HDTV may be transmitted in various formats: * 720p (): 921,600 pixels * 1080i () interlaced scan: 1,036,800 pixels (≈1.04Mpx). * 1080p () progressive scan: 2,073,600 pixels (≈2.07Mpx). ** Some countries also use a non-standard CTA resolution, such as : 777,600 pixels (≈0.78Mpx) per field or 1,555,200 pixels (≈1.56Mpx) per frame When transmitted at two megapixels per frame, HDTV provides about five times as many pixels as SD (standard-definition television). The increased resolution provides for a cl ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |