Инструкция плата синхронизации для видеокарты AMD FirePro S400 Sync Module

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Glossary - Synchronization 29

Resolution
The resolution of any display is the number of pixels that can be depicted on screen
as specified by the number of horizontal rows against the number of vertical
columns. The default VGA resolution of many video cards is capable of displaying
640 rows of pixels by 480 columns. The typical resolution of current displays is set
to higher values, such as 1024x768 (XGA), 1280x1024 (SXGA), or 1600x1200 (UXGA).

Saturation
Refers to the intensity of a specific hue (color). A highly saturated hue is vivid and
intense, whereas a less saturated hue appears more grey. A completely
unsaturated color is grey. In terms of the RGB color model, a fully saturated color
exists when you have 100% brightness in one of the three channels (say, red) and
0% in the two others (green and blue). Conversely, a fully desaturated color is one
where all of the color values are the same. Saturation can therefore be thought of
as the relative difference between the values of the channels.

Shadow Mask
In CRT monitors, the shadow mask is a metal plate full of tiny holes that is attached
to the inside of the glass screen. It focuses the beams from the electron guns at the
back of the CRT. The distance between these holes is called the dot pitch.

Specular Highlight
The bright, usually small, intense light reflected from a 3D surface with a high
refraction value. From the intensity and spread of this highlight users can
differentiate between a “hard,” smooth surface, such as metal or porcelain, or a
“soft,” textured surface, such as fabric or skin.

Swap Locking
Swap locking refers to the ability of multiple GPUs (in one computer or across
multiple computers) to perform their 3D buffer swaps at the same time. Buffer
swaps occur when the back buffer, which has been filled by the GPU during
rendering, becomes the front buffer, which the display engine uses to refresh the
display. This ensures that all GPUs in a framelocked system are presenting their
information at the same time and eliminates “tearing” artifacts that occur when a
framebuffer is swapped while the display is in mid-refresh.

Swap locking comprises two parts: members of a system reporting their readiness
to swap (that is, they have finished their rendering task), and then all GPUs
performing their swaps when all their peers have reported readiness.

Texel
Short for “texture element,” the 3D equivalent of a pixel, describing the base unit of
the surface of a 3D object, such as a sphere; for a 2D object, such as a circle, the base
unit is a pixel.

Texture Mapping
In computer graphics, two-dimensional textured surfaces are referred to as texture
maps. Texture mapping is the process by which a two-dimensional surface gets
wrapped around a three-dimensional object so that the 3D object takes on the same
texture qualities. For example, if you take a 2D textured surface that looks like cloth
and wrap it around a 3D sphere, the sphere will now appear to have a cloth-like
surface.

Texture Preference
Texture Preference is a feature enabling the user to select the texture quality level
for the surface of a 3D object. Selecting the highest quality possible will provide the
most realism, although it may also have some impact on the performance of any
3D intensive application.

© 2009 Advanced Micro Devices, Inc.
ATI FirePro™ S400 Syncronization Module

Оглавление

ATI FirePro™ S400 Syncronization Module 1
Комплектующие для ПК / Моддинг и обслуживание / Системы подсветки

CL-O020-PL00SW-A

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