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3D
Having or appearing to have width, height, and depth
(three-dimensional).
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3D Now!
The marketing name for a collection of multimedia
processing enhancements in microprocessors from
Advanced Micro Devices (AMD). NVIDIA® GPUs are fully
optimized to take advantage of 3DNow! instructions
in the microprocessor.
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A
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Audio Processing Unit (APU)
Integrated into the first- and second-generation
nForce media and communications processors (MCP),
the APU delivers unprecedented 3D positional audio
to the PC platform.
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Accuview Antialiasing
The Accuview Antialiasing subsystem with advanced
multisampling hardware delivers full-scene antialiased
quality at performance levels never before seen.
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Accelerated Graphics Port
(AGP)
An industry-standard expansion bus found in most
modern PCs, specifically designed for graphics cards.
It is a faster alternative to the PCI bus and allows
graphics programs to store large amounts of data
temporarily in the computer's system memory. The
speed at which a GPU can access and use the information
across the AGP bus has a large impact on graphics
performance. NVIDIA's GPUs are fully optimized to
take advantage the fastest AGP speed currently available.
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Alpha Blending
A graphics processing technique that simulates transparency
or translucency for objects in a 3D scene to create
visual effects like smoke, glass or water. Pixels
in the frame buffer of a graphics system include
three color components (red, green and blue) and
sometimes an alpha channel component as well. The
alpha channel data stores the degree of transparency,
ranging from opaque to completely clear.
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Antialiasing
Any technique for reducing the visual impact of
aliasing, or the "jaggies," on a computer graphics
system.
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Anisotropic Filtering
An advanced texture-filtering technique that improves
image quality for scenes with objects that extend
from the foreground deep into the background. For
example, a road that extends to the horizon will
look better with anisotropic filtering.
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Application Programming Interface
(API)
A standardized programming interface that enables
developers to write their applications to a standard
and without specific knowledge of hardware implementations.
The benefit is that a single application can run
on a wide range of hardware platforms instead of
needing to be rewritten for each of those hardware
platforms. The software driver for the hardware
intercepts the API instructions and translates them
into specific instructions tailored to specific
hardware. APIs such as DirectX and OpenGL can also
emulate hardware functions in software to ensure
that the application will run even if the hardware
platform is missing a desired feature.
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Aspect Ratio
The ratio of the width of the image to its height,
expressed as width:height. A standard U.S. television
screen or computer monitor has a 4:3 (pronounced
"four by three") aspect ratio. Some high-definition
television (HDTV) broadcasts are formatted in a
16:9 (1.78:1) aspect ratio. Most feature films have
a 1.85:1 aspect ratio.
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B
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Buffer
Memory dedicated to a specific function or set of
functions. For example: the graphics memory functions
as a frame buffer, but can also be used as a Z buffer
or a video buffer. Smaller buffers exist many different
places inside a GPU as well and serve as temporary
storage areas for data and instructions.
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Bump Mapping
A shading technique using multiple textures and
lighting effects to simulate wrinkled or bumped
surfaces. Bump mapping is useful because it gives
a 3D surface the appearance of roughness and other
surface detail, such as dimples on a golf ball,
without increasing the geometric complexity. Some
common types of bump mapping are Emboss Bump Mapping,
Dot3 Bump Mapping, Environment Mapped Bump Mapping
(EMBM) and True, Reflective Bump Mapping. Dot3 bump
mapping is the most effective technique of the three.
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C
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D
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Dynamic Adaptive Speculative
Preprocessor (DASP)
DASP applies a patent-pending, intelligent, pre-processing
technology that stores application instructions
and data before they are needed. This reduces the
bottlenecks that occur between memory and the CPU,
and graphics and audio subsystems, thereby boosting
overall system performance.
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Digital Vibrance Control (DVC)
Allows the user to adjust color controls digitally
to compensate for the lighting conditions of their
workspace, in order to achieve accurate, bright
colors in all conditions.
Currently this feature is not available on Mac
systems.
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DualDDR Memory Architecture
Second-generation NVIDIA nForce platforms include
this revolutionary memory architecture consisting
of dual-independent 64-bit memory controllers for
increased memory bandwidth and lower latency.
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Direct 3D® (D3D)
The 3D graphics portion of the Microsoft® DirectX®
API. Many application and game developers use this
API to write their software. The developers of the
software (usually a game) write instructions to
the Direct3D and the graphics driver (a piece of
software) translates them to the GPU so they can
be rendered on your monitor. Microsoft continues
to revise Direct3D to make it an industry leading
API. All of NVIDIA GPUs products support Direct3D.
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DirectX®
A hardware abstraction layer API from Microsoft
that is integral to the Windows® operating system.
The DirectX standard includes Direct3D, DirectSound,
DirectDraw, DirectVideo, DirectPlay, and DirectInput.
Microsoft continues to revise DirectX to make it
the industry standard consumer graphics API. Microsoft
even licensed NVIDIA technology for the latest version,
DirectX 8, in order to add programmability to the
API. NVIDIA's GPUs support DirectX, and the GeForce3™
GPU is the most complete hardware implementation
of DirectX 8.
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Double Buffering
A programming technique that uses two frame buffers
so the GPU can be working on one frame while the
previous frame is being sent to the computer display.
This prevents conflicts between the display refresh
function and the graphics rendering function. See
Frame Buffer.
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Drivers
Software that enables communication between the
graphics processor and the rest of the PC. Software
drivers are frequently updated to improve performance,
quality, and enable new features. Be sure to download
the latest drivers as they come become available.
NVIDIA is the only graphics company to offer a Unified
Driver Architecture (UDA) that works with all NVIDIA
GPUs.
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DualNet
Part of the nForce2 Digital Media Gateway. DualNet
is integrated support for an NVIDIA Ethernet Mac
and for a 3Com® Ethernet Mac—allowing a PC to serve
as a home gateway, managing traffic between two
separate networks and ensuring rapid transfer of
data from WAN to LAN without any added arbitration
or latency.
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E
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F
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Fill Rate
The speed at which your graphics card can render
pixels–usually measured in millions of pixels per
second (Megapixels/sec). GPUs with higher fill rates
can display higher resolutions and more colors at
higher frame rates than other chips with lower fill
rates. NVIDIA GPUs have the highest fill rates of
all GPU available on the market. See Frames Per
Second.
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Flat Panel Display
A display device that uses liquid crystal display
(LCD) technology instead of a cathode ray tube (CRT)
like most monitors. Flat panels are much thinner
than CRT monitors and offer more flexibility for
placement on desks or attaching to walls. NVIDIA
GPUs support a variety of flat panel displays.
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Fog
A graphics function that simulates the behavior
of actual fog and/or mist. GeForce3™ GPUs support
a variety of advanced fog calculations including
layered fog, patchy fog and more.
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Frame Buffer
Memory that is dedicated to the graphics processor
and used to store rendered pixels before they are
displayed on the monitor.
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Frames Per Second (FPS)
The rate at which the graphics processor renders
new frames, or full screens of pixels. Benchmarks
and games use this metric as a measurement of a
GPU's performance. A faster GPU will render more
frames per second, making the application more fluid
and responsive to user input.
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Frequency
Specifically, the number of times per second that
a specific event occurs. As applied to semiconductor
devices, frequency most often applies to the clocks
that control how fast the device can operate. Frequency
is measured in Hertz (Hz), which means cycles per
second. Semiconductor devices today run with clock
speeds of megahertz (MHz), meaning one million cycles
per second, or even gigahertz(GHz).
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G
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Graphics Processing Unit (GPU)
A high-performance 3D processor that integrates
the entire 3D pipeline (transformation, lighting,
setup, and rendering). A GPU offloads all 3D calculations
from the CPU, freeing the CPU for other functions
such as physics and artificial intelligence.
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Graphics Pipeline
The series of functions, in logical order, that
must be performed to compute and display computer
graphics.
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H
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High-Definition Video Processor
(HDVP)
Turns your PC into a fully functional DVD player,
and an HDTV player with the purchase of an additional
third-party decoder.
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High-Resolution Antialiasing
(HRAA)
Delivers fluid frame rates of 60 frames per second
or more at high resolutions, such as 1024x768x32
or higher, with full-scene antialiasing (FSAA) turned
on. Featuring the Quincunx AA mode, HRAA delivers
a high level of detail and performance for all applications.
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HyperTransport Technology
A state of the art I/O bus interface, delivering
the highest continuous throughput—800MB/s—between
the nForce platform processors. Ensures data and
information are relayed through the system as quickly
as possible.
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High-Definition Television
(HDTV)
A high-definition TV (HDTV) signal that offers higher
resolutions and a wider aspect ratio than a traditional
TV signal.
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I
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Intellisample Technology
The industry’s fastest and highest quality antialiasing
delivers ultra-realistic visuals, with no jagged
edges, at lightning-fast speeds. Extends performance
and quality gains to higher resolutions and antialiasing
levels.
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I/O
Input/Output. This is a general term to describe
any bi-directional interface on a semiconductor
device. The higher the I/O speed, the faster information
can be exchanged.
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isochronous
Time-dependent. Processes where data must be delivered
within certain time constraints. For example, multimedia
streams require an isochronous transport mechanism
to ensure that data is delivered as fast as it is
displayed and to ensure that the audio is synchronized
with the video.
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Integrated Graphics Processor
(IGP)
Part of the NVIDIA nForce and nForce2 platform processing
architectures, the IGP replaces the “Northbridge”
of traditional motherboard architectures. The IGP
features GeForce(TM) MX-powered graphics with innovative
system and memory enhancements including DASP to
help boost CPU performance, and HyperTransport(TM)
technology—a high-performance I/O bus interface.
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J
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Jaggies
A slang term used to describe the stair-step effect
you see along curves and edges in text or bit-mapped
graphics. Antialiasing can smooth out jaggies.
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K
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L
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Lightspeed Memory Architecture
NVIDIA memory bandwidth optimizations designed to
make complex scenes faster. These optimizations
make full-scene antialiasing (FSAA) practical for
the first time, enabling users to enjoy high-resolution
antialiasing (HRAA).
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Lightspeed Memory Architecture
II
LMA II boosts effective memory bandwidth by up to
300%. Radical new technologies?including Z-occlusion
culling, fast Z-clear, and auto pre-charge?effectively
multiply the memory bandwidth to ensure fluid frame
rates for the latest 3D and 2D games and applications.
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lighting
In 3D graphics, lighting is used to calculate the
degree to which an object is affected by a source.
Lighting is used in games to create realistic looking
scenes with greater depth instead of flat-looking
or cartoonish environments. NVIDIA's GeForce3 GPUs
are capable of custom lighting effects through the
vertex shader capabilities of the nfiniteFX engine.
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Lossless Z-Compression
LMA II contains a lossless form of Z-compression
that delivers a 4:1 benefit. Compression is a crucial
technique in saving memory bandwidth for higher
performance.
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mipmapping
A technique to improve graphics performance by generating
and storing multiple versions of the original texture
image, each with different levels of detail. The
graphics processor chooses a different mipmap based
on how large the object is on the screen, so that
low-detail textures can be used on objects that
contain only a few pixels and high-detail textures
can be used on larger objects where the user will
actually see the difference. This technique saves
memory bandwidth and enhances performance.
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Mobile AGP Package (MAP)
Brings the benefits of AGP add-in cards to notebook
computers by fitting multiple graphics solutions
into a package small enough for thin and light notebooks.
High-performance graphics are no longer limited
to larger notebooks. MAP also paves the way to faster
adoption of new graphics technologies in current-generation
notebook designs.
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Media and Communications Processor
(MCP)
Part of the NVIDIA nForce and nForce2 platform processing
architectures, the MCP replaces the “Southbridge”
of traditional motherboard architectures. The MCP
(including the MCP-D and MCP-T) delivers the most
complete suite of integrated networking and communications
devices including Ethernet, HomePNA 2.0, IEEE-1394a/FireWire(R)
port, and up to six USB ports. In addition, the
integrated audio processing unit (APU) provides
support for Dolby(R) Digital 5.1 encoding.
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N
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NVIDIA nForce Platform Processors
The NVIDIA nForce and NVIDIA nForce2 platform processing
architectures revolutionizes traditional motherboard
architectures and provide new levels of performance
and functionality to the AMD-based desktop PC market
through the IGP, SPP and MCP platform processors.
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NVIDIA StreamThru Data Transport
System
NVIDIA’s patent-pending isochronous data transport
system, providing uninterrupted data streaming for
superior networking and broadband communications.
StreamThru assists in making streaming video and
audio smoother and jitter-free.
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NVIDIA nfiniteFX Engine
NVIDIA’s programmable Vertex and Pixel Shaders,
and 3D textures. The nfiniteFX engine gives developers
the freedom to program a virtually infinite number
of custom special effects, in order to create true-to-life
characters and environments.
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NVIDIA Shading Rasterizer
(NSR)
Brings natural material properties (smoke, clouds,
water, cloth, plastic, etc) to life via advanced
per-pixel shading capabilities in a single pass.
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nfiniteFX II Engine
The NVIDIA nfiniteFX II engine incorporates dual
programmable vertex shaders, faster pixel shaders
and 3D textures--giving developers the freedom to
program a virtually infinite number of custom special
effects to create true-to-life characters and environments.
nfiniteFX II is a feature of all GeForce4 Ti GPUs;
the GeForce4 4200 Go GPU; and the Quadro4 980, 900,
and 750 XGL GPUs.
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nView Multi-Display Technology
The nView hardware and software technology combination
delivers maximum flexibility for multi-display options,
and provides unprecedented end-user control of the
desktop experience. NVIDIA GPUs are enabled to
support multi-displays, but graphics cards vary.
Please verify multi-display support in the graphics
card before purchasing.
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NVIDIA SoundStorm
Combined with the APU, NVIDIA SoundStorm(TM) audio
provides Dolby Digital 5.1 encoding and connections
for headphones; front left and right, and rear left
and right speakers; a center channel; and subwoofer
connection.
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NVIDIA Sceneshare Technology
NVIDIA Sceneshare technology extends the DVD experience
by allowing users to bookmark their favorite movie
scenes and easily share them with other NVDVD users.
Users can send sceneshares to their friends via
e-mail or post them for download.
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NVIDIA SoundStorm Certification
The SoundStorm™ Program ensures NVIDIA nForce™2-based
motherboards and turnkey PC systems are designed
and produced to the high-quality standards defined
by NVIDIA and Dolby Laboratories. This involves
passing rigorous tests conducted by NVIDIA and Dolby
Laboratories for Dolby® Digital 5.1 compliance,
connectivity, and availability to consumers for
the best out-of-box audio experience possible.
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OpenGL
A graphics API that was originally developed by
Silicon Graphics, Inc.™ (SGI) for use on professional
graphics workstations. OpenGL subsequently grew
to be the standard API for CAD and scientific applications
and today is popular for consumer applications such
as PC games as well.
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P
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Pixel Shaders
Part of the nfiniteFX engine, Pixel Shaders alter
lighting and surface effects that replace artificial,
computerized looks with materials and surfaces that
mimic reality.
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PowerMizer Mobile Technology
Advanced hardware and software technology specifically
designed to extend the battery life of notebook
PCs. Ensures that users enjoy cinematic quality
and performance for extended periods of time.
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Per-Pixel Shading
The ability to calculate lighting effects at the
pixel level, greatly increasing the precision and
realism of the scene. With NVIDIA's GeForce3 GPU,
game developers can now program custom per-pixel
effects.
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Pixel
Shorthand for "picture element." A pixel is the
smallest element of a graphics display or the smallest
element of a rendered image.
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Pixels Per Second
The units used to describe the fill rate of a GPU.
It is usually measured in millions of pixels per
second (Megapixels/sec).
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Polygon
The building blocks of all 3D objects (usually triangles
or rectangles) used to form the surfaces and skeletons
of 3D objects.
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Programmable
Configurable with software commands. NVIDIA's nfiniteFX
II and nfiniteFX Engines are programmable and can
be configured with software to create an infinite
variety of special effects.
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Q
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Quincunx Antialiasing
A patented antialiasing technique enabled by the
GeForce3 GPU. Quincunx AA offers the quality of
the slower 4X AA mode at very near the performance
of the faster, 2X AA mode.
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Quad Cache
LMA II contains a caching system for primitives,
vertices, textures and pixels. These caches are
individually dedicated and optimized for almost
instant graphics pipeline access and reuse.
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R
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RAMDAC
Acronym for random access memory digital to analog
converter. A RAMDAC is a functional unit of a graphics
processor that converts the digital data stored
in the frame buffer into analog data that can be
sent directly to an analog monitor.
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Refresh Rate
The frequency at which the electron guns in your
monitor redraw the image, measured in Hertz (Hz)
or cycles per second. As an example, a refresh rate
of 60 Hz means the screen is redrawn 60 times per
second. Higher refresh rates reduce or eliminate
image "flicker" that can cause eye strain.
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Rendering
The process of taking information from a 3D application
and displaying it as a final image.
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S
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Shadow Buffers
Part of the nfiniteFX II and nfiniteFX Engines,
shadow buffers enable self-shadowing for characters
and objects, and soften the edges of shadows for
realistic effects, adding depth to scenes and highlighting
spatial relationships between objects.
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SSE/SSE3
Intel® Streaming SIMD Extensions (SSE) and SSE2
are sets of instructions for accelerating multimedia
applications. SSE is found on Intel Pentium® III
processors; SSE2 is Intel's new instruction set
supported on Intel Pentium® 4 processors. Some of
the benefits of SSE/SSE2 include rendering higher
quality images, high quality audio, MPEG2 video,
and simultaneous MPEG2 encoding and decoding, and
reduced CPU utilization for speech recognition.
NVIDIA's GPUs are fully optimized to take advantage
of SSE and SSE2 instruction sets.
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Stencil Buffer
The section of the graphics memory that stores the
stencil data. Stencil data can be used to mask pixels
for a variety of reasons, such as stippling patterns
for lines, simple shadows and more.
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System Platform Processor
(SPP)
Part of the NVIDIA nForce and nForce2 platform processing
architectures, the SPP replaces the “Northbridge”
of traditional motherboard architectures. The SPP
offers the same features as the nForce IGP, with
the flexibility of an add-in card graphics solution—so
you can always upgrade to the latest, NVIDIA-based,
high-performance graphics card. The SPP features
an external AGP 8X or 4X bus for the ultimate in
graphics upgradeability.
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TwinBank Memory Architecture
The first-generation nForce memory architecture.
TwinBank allows the CPU, and the graphics and audio
sub-systems simultaneous access to the system’s
memory bandwidth, guaranteeing continuous access
for all applications, all the time.
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TwinView Dual-Display Architecture
NVIDIA’s multiple display technology. TwinView boosts
productivity by enabling the user to have two simultaneous
displays without a second graphics board. NVIDIA
GPUs are enabled to support multi-displays, but
graphics cards vary. Please varify multi-display
support in the graphics card before purchasing.
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Transform & Lighting (T&L)
Two separate engines on the GPU that provide for
a powerful, balanced PC platform and enable extremely
high polygon count scenes. Transform performance
determines how complex objects can be and how many
can appear in a scene without sacrificing frame
rate. Lighting techniques add to a scene's realism
by changing the appearance of objects based on light
sources.
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Texel
The smallest unit of a texture map, similar to pixels
being the smallest unit of a rendered image.
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Texture
An image file (such as a bitmap or a GIF) that is
used to add complex patterns to the surfaces of
objects in a 3D scene.
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Texture Compression
Compressing larger textures to smaller ones in order
to conserve memory. This can make games run faster
as well as allow more textures to be used per scene,
adding richness and detail to the 3D environment.
NVIDIA GPUs support DirectX and S3TC texture compression,
making NVIDIA the only company to offer complete
support for texture compression on all industry
standard APIs.
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Texture Mapping
The process of applying a texture to the surface
of 3D models to simulate walls, sky, etc. Texture
mapping enables developers to add more realism to
their models.
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Triangles Per Second
The rate at which a GPU processes triangles. It
is a common industry metric for describing performance.
The higher the number of triangles per second, the
faster the GPU. The GeForce3 GPU delivers the highest
triangles per second rate of any GPU.
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Triple Buffering
A step beyond double buffering that uses an additional
back buffer to process the next image, resulting
in smoother animation. With triple buffering, the
GPU can start rendering a third frame while the
first frame is being displayed and the second frame
is waiting to be displayed. Triple buffering helps
to insure that the GPU is never idle because it
is waiting for rendered frames to be sent to the
monitor.
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U
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Unified Driver Architecture
(UDA)
Part of the NVIDIA Forceware unified software environment
(USE). The NVIDIA UDA guarantees forward and backward
compatibility with software drivers. Simplifies
upgrading to a new NVIDIA product because all NVIDIA
products work with the same driver software.
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USB 2.0
A standard plug and play interface providing easy-to-use
connectivity for USB devices.
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V
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Vertex Shaders
Part of the nfiniteFX engine, Vertex Shaders are
used to breathe life and personality into characters
and environments. For example, through vertex shading
developers can create true-to-life dimples or wrinkles
that appear when a character smiles.
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Video Processing Engine (VPE)
Integrated high-definition Video Processing Engine
delivers the highest quality DVD, video, and display
output available in the market today. Integrated
hardware MPEG2 decoder reduces CPU utilization for
DVD playback to provide a longer viewing experience.
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Z
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Z-Buffer
The area of the graphics memory used to store the
Z or depth information about rendered objects. The
Z-buffer value of a pixel is used to determine if
it is behind or in front of another pixel. Z calculations
prevent background objects from overwriting foreground
objects in the frame buffer.
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Z-Correct Bump Mapping
The nfiniteFX II engine is capable of making intersecting
bump-mapped polygons look realistic and accurate.
This is especially important in scenes where water
and land interact with each other.
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