eFB(embedded Frame Buffer,嵌入式帧缓冲)
eTM(embedded Texture Buffer,嵌入式纹理缓冲)
Execute Buffers,执行缓冲区
Embosing,浮雕
EMBM(environment mapped bump mapping,环境凹凸映射)
Extended Burst Transactions,增强式突发处理
Factor Alpha Blending(因子阿尔法混合)
Fast Z-clear,快速Z缓冲清除
FB(fragment buffer,片段缓冲)
FL(fragment list,片段列表)
FW(Fast Write,快写,AGP总线的特别功能)
Front Buffer,前置缓冲
Flat(平面描影)
FL(Function Lookup,功能查找)
FMC(Frictionless Memory Control,无阻内存控制)
Frames rate is King(帧数为王)
FRC(Frame Rate Control,帧率控制)
FSAA(Full Scene/Screen Anti-aliasing,全景/屏幕抗锯齿)
Fog(雾化效果)
flip double buffered(反转双缓存)
fog table quality(雾化表画质)
F-Buffer(Fragment Stream FIFO Buffer,片段流先入先出缓冲区)
GPT(Graphics Performance Toolkit,图像性能工具包)
FRJS(Fully Random Jittered Super-Sampling,完全随机移动式终极采样)
Fur(软毛效果)
GART(Graphic Address Remappng Table,图像地址重绘表)
GI(Global Illumination,球形光照)
GIC(Gold Immersion Coating,化金涂布技术,纯金材质作为PCB最终层,提升信号完整性)
GIF(Graphics Interchange Format,图像交换格式)
Gouraud Shading,高洛德描影,也称为内插法均匀涂色
GPU(Graphics Processing Unit,图像处理器)
GTF(Generalized Timing Formula,一般程式时间,定义了产生画面所需要的时间,包括了诸如画面刷新率等)
GTS(Giga Textel Sharder,十亿像素填充率)
Guard Band Support(支持保护带)
HAL(Hardware Abstraction Layer,硬件抽像化层)
HDR(High Dynamic Range,高级动态范围)
HDRL(high dynamic-range lighting,高动态范围光线)
HDVP(High-Definition Video Processor,高精度视频处理器)
HEL: Hardware Emulation Layer(硬件模拟层)
HLSL(High Level Shading Language,高级描影语言)
HMC(hardware motion compensation,硬件运动补偿)
Hierarchical Z(Z分级)
high triangle count(复杂三角形计数)
HOS(Higher-Order Surfaces,高次序表面)
HPDR(High-Precision Dynamic-Range,高精度动态范围)
HRAA(High Resolution Anti-aliasing,高分辨率抗锯齿)
HSI(High Speed Interconnect,高速内连)
HSR(Hidden Surface Removal,隐藏表面移除)
HTP(Hyper Texel Pipeline,终极像素管道)
HWMC(Hardware Motion Compensation,硬件运动补偿)
ICD(Installable Client Driver,可安装客户端驱动程式)
iDCT(inverse Discrete Cosine Transformation,负离散余弦转换)
IDE(Integrated Development Environment,集成研发环境)
Immediate Mode,直接模式
IMMT(Intelligent Memory Manager Technology,智能内存管理技术)
Imposters(诈欺模型)
IPEAK GPT(Intel Performance Evaluation and Analysis Kit - Graphics Performance Toolkit,英特尔性能评估和分析套件 - 图像性能工具包)
IPPR: Image Processing and Pattern Recognition(图像处理和模式识别)
IR(Immediate Rendering,直接渲染)
IRA(immediate-mode rendering architecture,实时渲染架构)
IQ(inverse quantization,反转量子化)
ITC(Internal True Color,内部真彩色)
IVC(Indexed Vertex Cache,索引顶点缓存)
JFAA(Jitter Free Anti Aliasing,自由跳跃进抗锯齿)
JGSS(Jittered Grid Super-Sampling,移动式栅格终极采样)
JPRS(Jittered pseudo random sampling,抖动假取样)
Key Frame Interpolation,关键帧插补
large textures(大型纹理)
LE(low end,低端)
LF(Linear Filtering,线性过滤,即双线性过滤)
LFB(Linear Frame-Buffer,线性帧缓冲)
LFM(Light Field Mapping,光照区域贴图)
lighting(光源)
lightmap(光线映射)
LMA(Lightspeed memory Architecture,光速内存架构)
Local Peripheral Bus(局域边缘总线)
LOD(Levels-of-Detail,细节级)
Lossless Z Compression,无损Z压缩
LPF(Low-past filter,低通道滤波器)
LSR(Light Shaft Rendering,光线轴渲染)
mipmapping(MIP映射)
MAC(Mediocre Angle Case,普通角采样)
Matrix Vertex Blending,矩阵顶点混和
MCM(Multichip Module,多芯片模块)
Membrane lighting,隔膜光线
Mipmap LOD Bias Adjustment(映射LOD偏移调节)
Modulate(调制混合)
Motion Compensation,动态补偿
motion blur(模糊移动)
MPPS:Million Pixels Per Second,百万个像素/秒
MRT(Multiple Render Targets,多重渲染目标)
MSAA(multisampling Scene/Screen Anti-aliasing,多重采样抗锯齿)
Multiplicative Texture Blending(乘法纹理混合)
Multi-Resolution Mesh,多重分辨率组合
Multi Threaded Bus Master,多线程主控
Multitexture(多重纹理)
MVSD(Motion Vector Steered de-interlacing,移动向量控制解交错)
MXM(Mobile PCI Express Module,移动PCI Express模块)
NURBS(Non Uniform Relational B Splines,非统一相关B样条)
nerest Mipmap(邻近MIP映射,又叫点采样技术)
NGP(Next-Generation Graphics Port,下一代图像接口)
NSR(nVidia Shading Rasterizer,nVidia描影光栅引擎)
NXL(NVIDIA XPress Link,nViadia X紧迫链路)
OGSS(Ordered Grid Super-Sampling,顺序栅格终极采样)
ORB(Online ResultBrowser,在线分数浏览)
OTES(Outside Thermal Exhaust System,向外热排气系统)
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