ELSA Erazor II, Victory Erazor LT user manual Glossary, 3D Three-dimensional

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Glossary 31

Glossary

K3D – Three-dimensional

K3D clipping – Process in geometric trans- formation in which invisible surfaces or parts of a 3D object are removed.

K3D pipeline – Sum of all steps required for the representation of virtual 3D scene on the moni- tor. These include tesselation, geometri- cal transformation and rendering.

KAGP – stands for Accelerated Graphics Port and is a further development by INTEL based on the PCI bus. The AGP bus provides a greater bandwidth for data transmission and communi- cates directly with main memory. The bus is primarily intended for 3D graphics boards.

KAliasing – the familiar "staircase effect". Jagged transitions are often formed between adjacent pixels in the representation of diago- nals or curves. These "jaggies" can be smoothed out by anti-aliasing.

KAlpha blending – Additional information for each pixel for creating transparent materials.

KBack buffer – is the name for the image region built up in the background in the frame buffer during double buffering.

KBack face culling – Method used to calcu- late the hidden faces of a 3D object.

KBIOS – Abbreviation of Basic Input/Output System. A program code in the read-only mem- ory (ROM) of a computer which performs the self-test and several other functions during sys- tem startup.

KBump mapping – Process by which textures are assigned depth information which allows the display of relief or raised structures.

KBus system – A system of parallel data lines for the transfer of information between indi- vidual system components, especially to expansion boards (e.g. PCI bus).

KClipping – parts of polygons invisible to the representation are determined in clipping. These parts are then not displayed.

KD/A converter – Digital/Analog converter: A signal converter which converts a digital input signal to an analog output signal.

KDDC – stands for Display Data Channel. A special data channel through which a DDC- capable monitor can send its technical data to the graphics board.

KDepth Complexity – refers to the number of objects that are in front of each other within a scene. For example, a wall behind a group of people, with yet another person in front of them, results in a depth complexity of 3. This is a typical value for 3D environments.

KDirectColor – Generic term for TrueColor, RealColor and HighColor. The value that is stored in the video RAM is not translated but transferred directly to the D/A converter. This means that the full color information must be saved for each pixel.

KDouble buffering – means that there are two display buffers. This means that the next image can be drawn in the page of the display buffer, which is initially invisible. This image will be displayed once it is ready and the next image will be prepared in the other page of the buffer. Animations and games can be made to look more realistic with this technique than with simple single buffer.

ELSA ERAZOR II and ELSA VICTORY Erazor LT

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Contents Elsa Erazortm Sonnenweg Elsa IncAachen GermanyAbout this Manual PrefaceChanges to this Manual Thank you for placing your trust in this Elsa productBefore you continue Contents Glossary Index Look at the Erazor II and Victory Erazor LT IntroductionWhat Hardware Do I Need? Highlights of the Erazor Graphics BoardsWhats In the Box? Declaration of Conformity CE Conformity and FCC Radiation StandardCE and FCC Introduction Elsa Erazor II and Elsa Victory Erazor LT What is Possible? After Installing the DriversIts Time to Get Moving Colors HighColor TrueColorWhat Makes Sense? ResolutionMore pixels means more fun Monitor Typical Minimum Maximum ErgonomicClick on Start, then select Settings E Control Panel Changing the resolutionWindows 95 and Windows Choosing the monitor Here you should click on the Settings tabElsa Erazor II and Elsa Victory Erazor LT Start E Settings E Control Panel Use the command sequenceWindows NT Multimedia Player Useful Stuff and MoreTurn Settings E Advanced... E 3D Settings Fine-Tuning for Performance Freaks3D Graphics Representation All about graphics3D Pipeline Start The object dataRendering Geometrical transformationFlipping Display on the monitor Frame bufferWhat APIs Are Available? 3D InterfacesDirect 3D OpenGL Immediate Mode and Retained ModeDirectColor Color Palettes, TrueColor and Gray ScalesHighColor and RealColor BppTrueColor Vesa DDC Display Data ChannelThere are various standards DDC1, DDC2B, and DDC2AB DDC2AB Characteristics of the Graphics Boards Technical DataAddress Assignment of the Erazor II O addressesPorts on the Graphics Board Connection SignalVGA D-Shell Socket Pin AssignmentName and version of the application program with the error Advice and HelpAppendix Who to Contact? Elsa LocalWeb Driver Updates Repair?Elsa Japan Inc DoC-Declaration of Conformity Appendix Elsa Erazor II and Elsa Victory Erazor LT Warranty Coverage Warranty ConditionsWarranty Period Warranty ProcedureAdditional Regulations Operating MistakesAppendix Elsa Erazor II and Elsa Victory Erazor LT Glossary 3D Three-dimensionalFlipping The image generated in the back buffer is displayed Pixel Picture element. Dot in the image Phong shading ShadingAre calculated by interpolating the normal vec- tor 15, 32 Index18, 19