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电脑缩写术语完全介绍

来源:互联网 作者:west263.com 时间:2008-04-16
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Overdraw(透支,全景渲染造成的浪费)
partial texture downloads(并行纹理传输)
Parallel Processing Perspective Engine(平行透视处理器)
PC(pipeline combining,管道结合)
Perspective Correction(透视纠正)
Perspective Divide,透视分隔
PGC(Parallel Graphics Configuration,并行图像配置)
PureHAL(Pure Hardware Abstraction Layer,纯硬件处理层)
PIP(Picture In Picture,画中画)
pixel(Picture element,图像元素,又称P像素,屏幕上的像素点)
PM(parallax mapping,视差映射)
Point Primitive Support(支持原始点)
point light(一般点光源)
point sampling(点采样技术,又叫邻近MIP映射)
Point Sprit(点碎片纹理)
Positional Lights(定点光源)
Precise Pixel Interpolation,精确像素插值
precomputed/preimaged(预计算/预描绘)
Procedural textures(可编程纹理)
Projected Textrues(投射纹理)
PS(Pixel Shaders,像素描影)
PT(Projective textures,投影纹理)
PTC(Palletized Texture Compression,并行纹理压缩)
PVA(Patterned Vertical Alignment,图像垂直调整)
PVPU(Programable Vertex Processing Unit,可编程顶点处理单元)
QC(Quad Cache,四重缓存)
QDR(Quad Data Rate,四倍速率)
QDR SDRAM(Quad Data Rate,四倍速率 SDRAM)
RAMDAC(Random Access Memory Digital to Analog Converter,随机存储器数/模转换器)
Range Fog(延伸雾化)
PB(Priority buffer,优先缓冲)
PJSS(programmable jitter table,可编程抖动表)
ps(picoseconds,皮秒,微微秒,百亿分之一秒)
Reflection mapping(反射贴图)
render(着色或渲染)
Rendering to a Window(窗口透视)
RGBA(Red、Blue、Green Alpha,红、蓝、绿 Alpha通道)
RGSS(Rotated Grid Super-Sampling,旋转栅格终极采样)
RM(Retention Mechanism,保持机构)
RSAA(Random Sampling Anti aliasing,随机采样抗锯齿)
RTV(Real Time Video,实时视频)
S端子(Seperate)
S3(Sight、Sound、Speed,视频、音频、速度)
S3TC(S3 Texture Compress,S3纹理压缩,以前仅支持S3显卡)
S3TL(S3 Transformation & Lighting,S3多边形转换和光源处理)
SB(Shadow Buffer,描影缓冲)
Screen Buffer(屏幕缓冲)
SDTV(Standard Definition Television,标准清楚度电视)
SEM(spherical environment mapping,球形环境映射)
SGCT(self-gauging clock technology,自测量时钟技术)
Shading,描影
SIF2(SUMA Individual Analog Filter 2,SUMA单独模拟过滤器2)
Single Pass Multi-Texturing,单通道多纹理
SLAM(Symmetrically Loaded Acoustic Module,平衡装载声学模块)
SLI(Scanline Interleave,扫描线间插,3Dfx的双Voodoo 2配合技术)
SLI(Scalable Link Interface,可延展连接界面,nVidia的GeForce6800双显卡技术)
Smart Filter(智能过滤)
soft shadows(柔和阴影)
soft reflections(柔和反射)
spot light(小型点光源)
SRA(Symmetric Rendering Architecture,对称渲染架构)
Specular Gouraud Shading(镜面高洛德描影)
SS(Smart Shader,智能描影)
SSAA(Super-Sampling Anti-aliasing,终极采样抗锯齿)
Stencil Buffers(模板缓冲)
Stream Processor(流线处理)
Subpixel Accurate Rasterizing(区块子像素精确光栅化)
Subtractive Texture Blending(反纹理混合)
Super Sampling(终极采样)
SuperScaler Rendering,超标量渲染
Table Fog(雾化函数表)
TBFB(Tile Based Frame Buffer,碎片纹理帧缓存)
TBR(Tile Based rendering,瓦片纹理渲染)
tessellation(镶嵌)
texel(T像素,纹理上的像素点)
Texture Alpha Blending(纹理Alpha混合)
Texture Clamping(纹理箝入)
Texture Fidelity(纹理真实性)
Texture Mirroring(纹理反射)
texture swapping(纹理交换)
Texture Wrapping(纹理外包)
T&L(Transform and Lighting,多边形转换和光源处理)
T-Buffer(T缓冲,3dfx Voodoo5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)
TCA(Twin Cache Architecture,双缓存结构)
TIFF(Tagged Image File Format,标签图像文档格式)
Triangle Setup,三角形配置
Transparency(透明状效果)
Transformation(三角形转换)
Trilinear Filtering(三线性过滤)
Texture Modes,材质模式
TMIPM: Trilinear MIP Mapping(三次线性MIP材质贴图)
TMU(Texture Map Unit,纹理映射单元)
UCA(Unified Compiler Architecture,统一编译架构)
UDA(Unified Driver Architecture,统一驱动程式架构)
UDOT(UltraSharp Display Output Technology,超清楚显示输出技术)
UMA(Unified Memory Architecture,统一内存架构)
UMA(Unified Motherboard Architecture,统一主板架构)
UPT(unreal performance test,虚幻引擎性能测试)
VA(Vernier Acuity,视敏度)
VDM(Virtual Displacement Mapping,虚拟位移映射)
Visualize Geometry Engine,可视化几何引擎
Vertex Alpha Blending(顶点Alpha混合)
Vertex Fog(顶点雾化)
Vertex Lighting(顶点光源)
Vertical Interpolation(垂直调变)
Viewport Transform,视点转换
VIP(Video Interface Port,视频接口)
VIVO(video input/output,视频输入/输出)
ViRGE: Video and Rendering Graphics Engine(视频描写图像引擎)
VMR(Video Mixing Renderer,视频混合渲染器)

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