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Frames Per Second
In terms of 3D graphics, refers to the rate at which the graphic processor
can render new screens per second. Higher rates equals better, more
naturalistic performance for such things as games set in a 3D environment.
Sometimes abbreviated to “fps.”
Gamma
Sometimes confused with brightness, gamma actually refers to the
correction that is applied to any display device in order to produce more
gradual increases or decreases in the perceived brightness for that device.
A change in gamma produces a non-linear change in the color curve,
ensuring that perceived changes in color and intensity are consistently
applied.
Gouraud Shading
A shading method used to produce a smooth lighting effect across a 3D
object. A specific color is used at each vertex of a triangle or polygon and
interpolated across the entire face.
Hue
Refers to a specific color within the visible spectrum of light, defined by its
dominant wavelength. A light wave with a central tendency within the
range of 565-590 nm is visible as yellow. In the standard RGB color space
used by most computer displays, hue refers to a coordinate of the color as
described by its red, green, and blue values, minus any additional
brightness or saturation values for that color.
HyperZ™
HyperZ™ decreases the amount of information sent to the frame buffer,
easing memory bandwidth limitations and allowing for ultra-high
resolutions and full-screen 3D acceleration in true color. It uses a
Hierarchical Z-buffer visibility algorithm to eliminate blocks of pixels that
are hidden behind displayed triangles, Z Compression to compress and
speed the resulting visual data and Fast Z-Clear, which updates only those
pixels whose values have changed.