ATI Technologies X1650 Keyframe Interpolation, KTX Buffer Region Extension, Lighting, Mipmapping

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of the 3D rendering process, making it a major performance bottleneck.

HyperZHD technology reduces the memory bandwidth consumed by the Z-Buffer, thereby increasing performance while also making the 3D environment more realistic.

Keyframe Interpolation

This feature is also known as “morphing.” In an animation, a start and end point are picked as the key frames. In a 3D rendering, the start point could have a character with a neutral expression, and the end point could have that same character smiling. Additional frames are interpolated (inserted) between the two keyframes in order that “morphs” (transforms) the image so that there is a smooth transition between the key frames.

KTX Buffer Region Extension

This OpenGL® programming term refers to a feature that rapidly updates portions of the display of 3D modeling applications that change very quickly, or have been moved or occluded. It does this by optimizing the storage of buffer regions in the graphics card’s memory buffer. Other applications are typically not adversely affected when this is enabled.

Lighting

In 3D computer graphics, refers to aspects and quality of the virtual light source being used to make an object visible. Lighting can strongly affect the “mood” of a scene. For example, a “harsh” light could be a bare lightbulb that is glaringly bright on the objects closest to it while casting strong shadows in the background. A “softer” light would be more diffuse and not cast shadows, such as you would get outdoors on a typical overcast day.

Mipmapping

The most memory-intensive aspect of 3D graphics are the textures that give an object its realism (like wood, marble, leather, and cloth). Because objects in real life become less detailed as they move farther away from the viewer, 3D programmers simulate this by using less detailed, lower resolution texture maps on distant objects. These texture maps are merely scaled down versions of the main texture map used when the object is up close, and they use less memory.

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Contents Radeon X1650 PRO Page Iii Disclaimer Important Safety Instructions Page Table of Contents Glossary Index Introduction Radeon X1650 PRO FeaturesFeatures Ring Bus Memory ControllerAdvanced Image Quality Features Avivo Video and Display PlatformCrossFire Uninstall Previous Graphics Card Drivers System RequirementsTo uninstall previous drivers System Requirements Using Multiple Displays Connecting Your MonitorsTo connect your monitors Display Configurations Display Connectors Comments Configuration UsedDisplay Configurations Viewing Your PC Display on a TV Using TV Display and Capture FeaturesUsing TV Out Connecting to a TV or VCR To connect S-Video OutUsing a Monitor vs. Using TV Display Connecting Your S-Video Out to a TV or VCRUsing Games and Applications Connecting to HdtvUsing a TV as the Only Display Viewing Text on a TVInstalling your ATI Hdtv video cable ATI Hdtv CableUsing Your ATI Hdtv Video Cable Software Installation Prerequisites Installing Software and DriversInstalling Drivers and Software in Windows To install ATI drivers and softwareMonitor Configuration To configure your primary display To set up a multi-monitor displayReinstalling Drivers To manually reinstall drivers Express or Custom Install Installing the Catalyst Software Suite Catalyst Control Center Launching Catalyst Control CenterLaunching Catalyst Control Center Using the System Tray Launching Catalyst Control Center Using the Start MenuOther Quick Launch Access Points Launching Catalyst Control Center Using Hot KeysCrossFire FAQ What graphics cards work with CrossFire?Page Is a driver profile required to make CrossFire work? On what basis are different rendering modes chosen? Allowable CrossFire System Components Welcome to CrossFireCrossFire Overview CrossFire Rendering Modes SuperTiling Scissor Mode Alternate Frame Rendering AFR Mode Super Anti-aliasing Mode CrossFire Overview CrossFire Overview Troubleshooting ReferenceScreen Defects CrossFire -Specific Troubleshooting CrossFire-Specific Troubleshooting Problem Possible Solution FCC Compliance Information Additional AccessoriesCompliance Information CE Compliance Information Electrical SafetyIndustry Canada Compliance Statement Informations de conformité de la CEThis product was manufactured by ATI Technologies Inc Glossary 3DcAlpha Blending Adaptive Anti-aliasingAGP Alternate Frame RenderingAspect Anisotropic FilteringAnti-aliasing Aspect RatioBit Depth Back BufferBilinear Filtering BitmapColor Component BufferCatalyst Control Center Color CorrectionCompositing Engine Component VideoComposite Video Control PointCRT Flat Shading DVIEdtv FogGouraud Shading Frames Per SecondGamma HdcpHydraVision HdtvHue HyperZ HDLighting Keyframe InterpolationKTX Buffer Region Extension MipmappingPCI NtscPAL Pixel PCI Express PCIePipeline PulldownRendering ResolutionRefresh Rate SaturationSecam Scissor ModeSdtv Shadow MaskSpecular Highlight SmartShader HDSmoothVision HD Super Anti-aliasingTexel SuperTilingVideo Texture MappingVector Adaptive Deinterlacing Transition Minimized Differential Signaling TmdsTrilinear Filtering VersaVisionVideo Immersion VGA ConnectorVertex shader units VideoShader HDVPU Recover YPbPr