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RSX 'Reality Synthesizer'
The Reality Synthesizer (RSX) is a proprietary graphics processing unit (GPU) developed jointly by Nvidia and Sony for the PlayStation 3 video game console. Based on Nvidia's GeForce 7 series, specifically the 7800 GTX, the RSX utilizes a hybrid design incorporating elements of the G70 and G71 (previously known as NV47) architecture. It features separate vertex and pixel shader pipelines and supports advanced graphics rendering features such as high dynamic range, anti-aliasing, and S3 texture compression, with a theoretical floating-point performance of 192 GFLOPS. The RSX includes 256 MB of GDDR3 SDRAM, clocked at 650 MHz with an effective transmission rate of 1.3 GHz. It can also access up to 224 MB of the console’s XDR DRAM main memory through the Cell Broadband Engine, the PlayStation 3's CPU, allowing for a combined maximum of 480 MB of usable memory. While the RSX handles the majority of graphics processing tasks, the Cell processor ass ...
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Game Developers Conference
The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Award for Game of the Year, Game Developers Choice Awards and Independent Games Festival, and a variety of tutorials, lectures, and round Table, roundtables by industry professionals on game-related topics covering Video game programmer, programming, game design, design, audio, production, business and management, and visual arts. History Originally called the Computer Game Developers Conference, the first conference was organized in April 1988 by Chris Crawford (game designer), Chris Crawford in his San Jose, California-area living room. About twenty-seven designers attended, including Don Daglow, Brenda Laurel, Brian Moriarty, Gordon Walton, Tim Brengle, Cliff Johnson (game designer), Cliff Johnson, Dave Menconi, and Carol and Ivan Manley. The second conference, held that same year at a Holiday I ...
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HDMI
High-Definition Multimedia Interface (HDMI) is a proprietary digital interface used to transmit high-quality video and audio signals between devices. It is commonly used to connect devices such as televisions, computer monitors, projectors, gaming consoles, and personal computers. HDMI supports uncompressed video and either compressed or uncompressed digital audio, allowing a single cable to carry both signals. Introduced in 2003, HDMI largely replaced older analog video standards such as composite video, S-Video, and VGA connector, VGA in consumer electronics. It was developed based on the CEA-861 standard, which was also used with the earlier Digital Visual Interface (DVI). HDMI is electrically compatible with DVI video signals, and adapters allow interoperability between the two without signal conversion or loss of quality. Adapters and active converters are also available for connecting HDMI to other video interfaces, including the older analog formats, as well as digital fo ...
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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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Multisample Anti-aliasing
Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. It is an optimization of supersampling, where only the necessary parts are sampled more. Jaggies are only noticed in a small area, so the area is quickly found, and only that is anti-aliased. Definition The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing ( FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL OpenGL (Open Graphics Library) is a Language-independent specification, cross-language, cross-platform application programming interface (API) ...
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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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Trilinear Filtering
Trilinear filtering is an extension of the bilinear texture filtering method, which also performs linear interpolation between mipmaps. Bilinear filtering has several weaknesses that make it an unattractive choice in many cases: using it on a full-detail texture when scaling to a very small size causes accuracy problems from missed texels, and compensating for this by using multiple mipmaps throughout the polygon leads to abrupt changes in blurriness, which is most pronounced in polygons that are steeply angled relative to the camera. To solve this problem, trilinear filtering interpolates between the results of bilinear filtering on the two mipmaps nearest to the detail required for the polygon at the pixel. If the pixel would take up 1/100 of the texture in one direction, trilinear filtering would interpolate between the result of filtering the 128×128 mipmap as y1 with x1 as 128, and the result of filtering on the 64×64 mipmap as y2 with x2 as 64, and then interpolate to . ...
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High-dynamic-range Rendering
High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with more simplistic lighting models. HDRR was originally required to tone map the rendered image onto Standard Dynamic Range (SDR) displays, as the first HDR capable displays did not arrive until the 2010s. However if a modern HDR display is available, it is possible to instead display the HDRR with even greater contrast and realism. Graphics processor company Nvidia summarizes the motivation for HDRR in three points: bright things can be really bright, dark things can be really dark, and details can be seen in both. History The use of high-dynamic-range imaging (HD ...
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Dot Product
In mathematics, the dot product or scalar productThe term ''scalar product'' means literally "product with a Scalar (mathematics), scalar as a result". It is also used for other symmetric bilinear forms, for example in a pseudo-Euclidean space. Not to be confused with scalar multiplication. is an algebraic operation that takes two equal-length sequences of numbers (usually coordinate vectors), and returns a single number. In Euclidean geometry, the dot product of the Cartesian coordinates of two Euclidean vector, vectors is widely used. It is often called the inner product (or rarely the projection product) of Euclidean space, even though it is not the only inner product that can be defined on Euclidean space (see ''Inner product space'' for more). It should not be confused with the cross product. Algebraically, the dot product is the sum of the Product (mathematics), products of the corresponding entries of the two sequences of numbers. Geometrically, it is the product of the Euc ...
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Render Output Unit
In computer graphics, the render output unit or raster operations pipeline (ROP) 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 ...
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Endianness
file:Gullivers_travels.jpg, ''Gulliver's Travels'' by Jonathan Swift, the novel from which the term was coined In computing, endianness is the order in which bytes within a word (data type), word of digital data are transmitted over a data communication medium or Memory_address, addressed (by rising addresses) in computer memory, counting only byte Bit_numbering#Bit significance and indexing, significance compared to earliness. Endianness is primarily expressed as big-endian (BE) or little-endian (LE), terms introduced by Danny Cohen (computer scientist), Danny Cohen into computer science for data ordering in an Internet Experiment Note published in 1980. Also published at The adjective ''endian'' has its origin in the writings of 18th century Anglo-Irish writer Jonathan Swift. In the 1726 novel ''Gulliver's Travels'', he portrays the conflict between sects of Lilliputians divided into those breaking the shell of a boiled egg from the big end or from the little end. By analogy, ...
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28 Nm Process
The "28 nm" lithography process is a half-node semiconductor manufacturing process based on a die shrink of the "32 nm" lithography process. It appeared in production in 2010. Since at least 1997, "process nodes" have been named purely on a marketing basis, and have no direct relation to the dimensions on the integrated circuit; neither gate length, metal pitch or gate pitch on a "28nm" device is twenty-eight nanometers. Taiwan Semiconductor Manufacturing Company has offered "28 nm" production using high-K metal gate process technology. GlobalFoundries offers a "28nm" foundry process called the "28SLPe" ("28nm Super Low Power") foundry process, which uses high-K metal gate technology. According to a 2016 presentation by Sophie Wilson, 28nm has the lowest cost per logic gate. Cost per gate had decreased as processes shrunk until reaching 28nm, and has slowly risen since then. Design "28nm" requires twice the number of design rules for ensuring reliability in manufacturing ...
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