ABC's of graphics:
3D
Having or appearing to have width, height, and depth (three-dimensional).


 
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.


 


 
A
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.



 
Accuview Antialiasing
The Accuview Antialiasing subsystem with advanced multisampling hardware delivers full-scene antialiased quality at performance levels never before seen.



 
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.


 
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.


 
Antialiasing
Any technique for reducing the visual impact of aliasing, or the "jaggies," on a computer graphics system.


 
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.


 
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.


 
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.


 


 
B
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.


 
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.


 


 
C


 
D
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.



 
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.



 
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.



 
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.


 
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.


 
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.


 
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.


 
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.


 
E


 
F
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.


 
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.


 
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.


 
Frame Buffer
Memory that is dedicated to the graphics processor and used to store rendered pixels before they are displayed on the monitor.


 
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.


 
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).


 


 
G
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.



 
Graphics Pipeline
The series of functions, in logical order, that must be performed to compute and display computer graphics.


 


 
H
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.


 
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.



 
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.


 
High-Definition Television (HDTV)
A high-definition TV (HDTV) signal that offers higher resolutions and a wider aspect ratio than a traditional TV signal.


 


 
I
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.



 
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.


 
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.


 
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.


 


 
J
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.


 


 
K


 
L
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).


 
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.



 
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.


 
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.


 


 
M
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.


 
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.


 
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.


 


 
N
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.



 
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.



 
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.



 
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.



 
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.



 
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.



 
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.



 
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.



 
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.



 


 
O
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.


 


 
P
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.


 
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.



 
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.


 
Pixel
Shorthand for "picture element." A pixel is the smallest element of a graphics display or the smallest element of a rendered image.


 
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).


 
Polygon
The building blocks of all 3D objects (usually triangles or rectangles) used to form the surfaces and skeletons of 3D objects.


 
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.


 


 
Q
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.


 
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.


 


 
R
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.


 
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.


 
Rendering
The process of taking information from a 3D application and displaying it as a final image.


 


 
S
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.



 
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.


 
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.


 
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.


 


 
T
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.



 
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.


 
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.


 
Texel
The smallest unit of a texture map, similar to pixels being the smallest unit of a rendered image.


 
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.


 
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.


 
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.


 
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.


 
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.


 


 
U
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.



 
USB 2.0
A standard plug and play interface providing easy-to-use connectivity for USB devices.


 


 
V
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.



 
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.


 
 
 
 
 
 
Z
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.


 
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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