计算机术语总结之视频
3d:three dimensional,三维
* n, M, q7 k ?- H. S9 d3ds(3d subsystem,三维子系统)0 @# @0 l$ l% z; ]( s" s
ae(atmospheric effects,雾化效果), I% m" l1 y; a) L: s" z C
afr(alternate frame rendering,交替渲染技术)
- g4 |5 T5 u' k+ w7 panisotropic filtering(各向异性过滤)
' j' A D! t, |& Z2 Vappe(advanced packet parsing engine,增强形帧解析引擎)
/ N3 |; z( q( Z* I ^7 X+ S& \av(analog video,模拟视频)
1 v# y, ]6 n+ D0 \. bback buffer,后置缓冲7 H3 t# E5 E7 I) W- X4 N
backface culling(隐面消除)
; I& D. W! U$ f L4 x+ xbattle for eyeballs(眼球大战,各3d图形芯片公司为了争夺用户而作的竞争); W7 t3 H2 X- Y, b3 ?2 V+ v! g
bilinear filtering(双线性过滤)6 n: b- o5 F; }) w7 L. R
cem(cube environment mapping,立方环境映射)
8 T0 j; v% q! A; P. K# fcg(computer graphics,计算机生成图像)5 F K9 L' t& H; d3 Q9 \4 w
clipping(剪贴纹理)
p! E9 q) w* R kclock synthesizer,时钟合成器
& P. x f6 a1 }; }% r3 xcompressed textures(压缩纹理)) I6 i3 Z9 j- ?% o v
concurrent command engine,协作命令引擎$ L1 N1 D& _1 N2 J) X3 P3 W
center processing unit utilization,中央处理器占用率5 e" m& j7 g( F% i
dac(digital to analog converter,数模传换器), P5 a' Q: t) p7 ^
decal(印花法,用于生成一些半透明效果,如:鲜血飞溅的场面)
& x$ i! ?0 k0 e2 [9 mdfp(digital flat panel,数字式平面显示器)
+ \+ \# G! H0 [2 N; s/ udfs: dynamic flat shading(动态平面描影),可用作加速, h6 @, m: p% h' `' K/ {6 g6 ?+ y. Y
dithering(抖动)
$ l: b9 R( e6 c% v0 d$ {- _directional light,方向性光源
0 E" |9 A M, L& zdme: direct memory execute(直接内存执行)
J( m( b9 `" G$ Fdof(depth of field,多重境深)
X9 Z3 p, Z, K/ udot texture blending(点型纹理混和)
! i" y. D7 ^ D, r5 udouble buffering(双缓冲区)
! P! M# {; ]2 Q2 ddir(direct rendering infrastructure,基层直接渲染)
" N# R' f2 O' v, ]dvi(digital video interface,数字视频接口)
+ f; i. V! {% ]7 K8 F' Adxr: dynamicxtended resolution(动态可扩展分辨率)+ h' i; t* F- {. n- g$ f5 e$ e
dxtc(direct x texture compress,directx纹理压缩,以s3tc为基础)5 S- F/ F6 }% N1 `2 v
dynamic z-buffering(动态z轴缓冲区),显示物体远近,可用作远景
+ ]) x: Z, Y8 I8 Ke-ddc(enhanced display data channel,增强形视频数据通道协议,定义了显示输出与主系统之间的通讯通道,能提高显示输出的画面质量): r8 ?* D" ] W2 I
edge anti-aliasing,边缘抗锯齿失真/ h, }( G: g( K2 Z6 m; E- k1 _
e-edid(enhanced extended identification data,增强形扩充身份辨识数据,定义了电脑通讯视频主系统的数据格式)
: T; {$ ?: _/ q# L( I' H8 `execute buffers,执行缓冲区8 @5 X, Y+ @. Q1 m, O" g
environment mapped bump mapping(环境凹凸映射)
* s+ {* }2 R# a, X# vextended burst transactions,增强式突发处理6 x: m0 f- M! g2 Q
front buffer,前置缓冲
( j4 e5 p/ P5 r5 e, I8 L% w' Qflat(平面描影)
4 I2 x7 S7 E8 T& f6 ?% G! oframes rate is king(帧数为王)
6 ?& M P' B1 D/ z: `( \fsaa(full scene anti-aliasing,全景抗锯齿)1 D& A* h' O# J% ~
fog(雾化效果)7 U# O# T9 Y- K6 H O% j, V+ i
flip double buffered(反转双缓存)
7 D# j8 B3 [' t$ \9 \. p" |fog table quality(雾化表画质)
" ?: k+ k% r' h) q3 E8 N3 m, Jgart(graphic address remappng table,图形地址重绘表) " X$ i/ k3 c! E" _( ?# I
gouraud shading,高洛德描影,也称为内插法均匀涂色
5 p% v" c; N# O0 A: D5 ?9 \& Ggpu(graphics processing unit,图形处理器)$ ^( d; z3 B+ `/ |
gtf(generalized timing formula,一般程序时间,定义了产生画面所需要的时间,包括了诸如画面刷新率等)' p0 x1 {) `) a3 p* d2 Z7 h
hal(hardware abstraction layer,硬件抽像化层)
" L* E6 l/ A# ~4 V# t# Jhardware motion compensation(硬件运动补偿)
! q) o6 G- p: T3 u& khdtv(high definition television,高清晰度电视)+ C5 P6 K6 t y* p3 M
hel: hardware emulation layer(硬件模拟层)
1 H7 ]% n) x4 ~' Thigh triangle count(复杂三角形计数)* T( q) S* U" t; b' ~
icd(installable client driver,可安装客户端驱动程序): f$ `- I1 b6 \2 Y k
idct(inverse discrete cosine transform,非连续反余弦变换,geforce的dvd硬件强化技术)
2 ^6 Z1 Y: F2 |+ eimmediate mode,直接模式
6 C% c- p9 P; P7 N# p. yippr: image processing and pattern recognition(图像处理和模式识别)! A; d1 x& I# y% E$ A; D
large textures(大型纹理)5 \) T; n u* A, E6 O, a1 ~. r8 i Y
lf(linear filtering,线性过滤,即双线性过滤)
) O( ~# U- @ V5 Q8 k' q3 Z; V0 elighting(光源)
! ~/ j I" _' T9 f1 g' f6 Flightmap(光线映射)
/ l5 q9 k" I$ ^1 Xlocal peripheral bus(局域边缘总线) [, H0 U1 _$ l! d9 ]
mipmapping(mip映射)
: V b3 R, O0 ~& l) K: w9 I8 Umodulate(调制混合)% W( U2 I) E0 t# Z3 e2 t
motion compensation,动态补偿
% y. [ Q) D4 Tmotion blur(模糊移动)
/ h6 Z' a' P, U# U; d! B7 `mpps:million pixels per second,百万个像素/秒
* i1 [% h( W0 a4 pmulti-resolution mesh,多重分辨率组合% H+ K. k |. a; E
multi threaded bus master,多重主控
3 [8 N0 L9 R( D5 `# umultitexture(多重纹理): L: @% y0 \) {, r3 f* _* K
nerest mipmap(邻近mip映射,又叫点采样技术)
* H; s+ c* r P: j/ f; h! qoverdraw(透支,全景渲染造成的浪费), [. m, d% ]* v+ V8 J6 o: F; o
partial texture downloads(并行纹理传输)+ ^ K6 Y, Q, ?* v4 P& T
parallel processing perspective engine(平行透视处理器)
2 ~/ X, X2 _' xpc(perspective correction,透视纠正)8 z( G: F# W2 x! R% V
pgc(parallel graphics configuration,并行图像设置)
( @6 t3 j) B* @0 k$ Y: W: Xpixel(picture element,图像元素,又称p像素,屏幕上的像素点)
: N2 {0 r m3 N6 a9 |" T( G7 c- P8 X( `point light(一般点光源)4 H! J# @/ a4 C3 A
point sampling(点采样技术,又叫邻近mip映射)
: }( i n- s- _4 [1 ^; V, P! Lprecise pixel interpolation,精确像素插值1 n: Z! a9 f, y
procedural textures(可编程纹理)
c- ~. D# A" n9 A nramdac(random access memory digital to analog converter,随机存储器数/模转换器)
3 q9 K- m8 ?8 T1 r' Q- Jreflection mapping(反射贴图)
. S9 C3 ?/ i$ @) K/ z6 H3 ]" o5 zrender(着色或渲染)
1 l( Z& r6 Q: e+ A# Z( Ys端子(seperate)
' G" E; W* `. H% I; fs3(sight、sound、speed,视频、音频、速度); S$ }) b+ K5 a+ d9 \
s3tc(s3 texture compress,s3纹理压缩,仅支持s3显卡)
8 B5 t2 E/ a. y6 p7 ds3tl(s3 transformation & lighting,s3多边形转换和光源处理)
0 E) u" e! w X( Jscreen buffer(屏幕缓冲)) v8 {" o( q1 L2 L, m
sdtv(standard definition television,标准清晰度电视)
6 U! Q" ^% _$ Q6 isem(spherical environment mapping,球形环境映射)4 e) M1 V9 `% _: Y; z+ e
shading,描影4 q" }: i- }1 A0 }3 g& @- Z
single pass multi-texturing,单通道多纹理
' R+ J' j% ]" L: W9 V4 R9 d% Msli(scanline interleave,扫描线间插,3dfx的双voodoo 2配合技术); d R; y5 k) t
smart filter(智能过滤)
& _( c0 r9 [5 d% F! @, qsoft shadows(柔和阴影)' d; n" B2 ]9 @8 f" n0 @
soft reflections(柔和反射), X" k: O6 n& O
spot light(小型点光源)7 b. q% o! V! _( ?
sra(symmetric rendering architecture,对称渲染架构)
N `$ K2 ]* N; ~% ^1 Pstencil buffers(模板缓冲)/ J# P6 s0 S2 j- m" J. V( T
stream processor(流线处理)- Q2 Z4 I) t9 h
superscaler rendering,超标量渲染
. ]2 D& E% S% { v: r$ e. Ntbfb(tile based frame buffer,碎片纹理帧缓存)# T& \1 m0 U' B# I" A
texel(t像素,纹理上的像素点)
$ Q$ E4 }% ^6 r9 }1 jtexture fidelity(纹理真实性)
0 s3 ^9 G/ g: z) A, g8 Q( [# ptexture swapping(纹理交换)! t7 S7 h7 u' ~3 h
t&l(transform and lighting,多边形转换与光源处理)$ T: c" t! \: T' [( V0 S
t-buffer(t缓冲,3dfx voodoo4的特效,包括全景反锯齿full-scene anti-aliasing、动态模糊motion blur、焦点模糊depth of field blur、柔和阴影soft shadows、柔和反射soft reflections)
' S2 f& l+ g. {/ Htca(twin cache architecture,双缓存结构)
. J) m( h" [, C) wtransparency(透明状效果)
' X7 N% p( I3 P" Htransformation(三角形转换)2 S6 M) ~1 t/ y$ C! X3 d0 Y+ N$ {) B
trilinear filtering(三线性过滤)
! C" ?2 _ i8 `$ ]5 Rtexture modes,材质模式' V3 ^2 J- N1 i* i$ y
tmipm: trilinear mip mapping(三次线性mip材质贴图)
o$ g$ T6 C2 X+ K" Kuma(unified memory architecture,统一内存架构)" h) I' x! _; n
visualize geometry engine,可视化几何引擎
; I( j9 T3 }! G4 Cvertex lighting(顶点光源)
4 t( ?2 _' j% O; Q1 ]- Gvertical interpolation(垂直调变)% y/ I9 F/ p0 |- D% \
vip(video interface port,视频接口)
1 u2 S- h+ M+ tvirge: video and rendering graphics engine(视频描写图形引擎)
& e" P, T' Z! [5 |: A# F+ `voxel(volume pixels,立体像素,novalogic的技术)' z9 S/ m1 h5 A5 o3 x
vqtc(vector-quantization texture compression,向量纹理压缩)
. c4 Y( J0 M% m% @) M1 ^% L3 q7 h9 [vsis(video signal standard,视频信号标准)
: L+ |8 c [- ^3 d8 v4 ?v-sync(同步刷新)2 o1 D. o2 o4 N% }0 Q v1 p
z buffer(z缓存)