Computer Terminology (3)

TDT (Timed Detection Table)
TMDS (Transition Minimized Differential Signaling)
TN (Twisted Nematic, twisted liquid crystal nematic, passive matrix LCD)
TN+film (twisted nematic and retardation film, twisted nematic and retardation film)
TICRG: Tungsten Impregnated Cathode Ray Gun (Tungsten Transport Cathode Ray Gun)
TFT (thin film transistor, thin film transistor, active matrix LCD)
Trinitron
UCC (Ultra Clear Coatings)
UFB (Ultra-Fine & Bright, New Concept Ultra-bright LCD Screen)
UXGA (Ultra Extended Graphics Array)
VAGP: Variable Aperature Grille Pitch (variable pitch grating)
VBI: Vertical Blanking Interval
VESA (Video Electronics Standards Association, Video Electronics Standards Association)
VGA (video graphics array, video image array)
VDT (Video Display Terminals)
VRR: Vertical Refresh Rate
VW (Virtual Window)
XGA (eXtended Graphics Array, Extended Graphics Array)
YUV (brightness and color difference signals)
4, video 3D: Three Dimensional, three-dimensional 3DCG (3D computer graphics, three-dimensional computer graphics)
3DS (3D SubSystem, 3D Subsystem)
A-Buffer (Accumulation Buffer, Accumulation Buffer)
AA (Accuview Antialiasing, high-precision anti-aliasing)
ADC (Analog to Digital Converter)
ADI (Adaptive De-Interlacing, Adaptive Interleaving Technology)
AE (Atmospheric Effects, Atmospheric Atomization Effect)
AFC (Advanced Frame Capture, Advanced Picture Capture)
AFR (Alternate Frame Rendering)
Anisotropic Filtering (Anisotropic Filtering)
APPE (Advanced Packet Parsing Engine)
AR (Auto-Resume, Automatic Recovery)
AST (amorphous-silicon TFT, amorphous silicon thin film transistor)
AV (Analog Video, analog video)
AV (Audio&Video, Audio and Video)
B Splines (B-splines)
BAC (Bad Angle Case, Corner Damage Sampling)
Back Buffer, Backbuffer Backface culling
Battle for Eyeballs, Competition for 3D Graphics Chip Companies to Compete for Users
Bilinear Filtering (bilinear filtering)
B. O. D. E (Body, Object, Design, Envioment, human body, object, design, environment rendering automatic recognition)
BSP (Binary Space Partitioning)
CBMC (Crossbar based memory controller)
CBU (color blending unit, color mixing unit)
CEA (Critical Edge Angles, Critical Edges)
CEM (cube environment mapping, cubic environment mapping)
CG (C for Graphics/GPU, Programmable Language for Graphics/GPU)
CG (Computer Graphics, Computer Generated Images)
Clipping (clipping texture)
Clock Synthesizer, clock synthesizer compressed textures
Concurrent Command Engine, collaborative command engine CSC (Colorspace Conversion, color space conversion)
CSG (constructive solid geometry)
CSS (Content Scrambling System, Content Irregular Encryption)
DAC (Digital to Analog Converter, DAC converter transmission)
DCD (Directional Correlational De-interlacing)
DCT (Display Compression Technology, Display Compression Technology)
DDC (Dynamic Depth Cueing) image DDP (Digital Display Port)
DDS (Direct Draw Surface)
Decal (printing method used to generate some translucent effects, such as: the scene of blood splash)
DFP (Digital Flat Panel, Digital Flat Panel Display)
DFS: Dynamic Flat Shading, which can be used to accelerate Dithering
Directional Light, Directional Light Source DM (Displacement Mapping)
DME (Direct Memory Execute)
DOF (Depth of Field, multiple depths of field)
Dot texture blending
DOT3 (Dot product 3 bump mapping, dot product bump map)
Double Buffering (double buffer)
DPBM (Dot Product Bump Mapping)
DQUICK (DVD Qualification and Integration Kit, DVD Qualification and Integration Kit)
DRA (deferred rendering architecture, deferred rendering architecture)
DRI (Direct Rendering Infrastructure)
DSP (Dual Streams Processor, Dual Stream Processor)
DVC (Digital Vibrance Control, Digital Vibration Control)
DVI (Digital Video Interface, Digital Video Interface)
DVMT (Dynamic Video Memory Technology, Dynamic Video Memory Technology)
DxR: DynamicXTended Resolution
DXTC (Direct X Texture Compress, DirectX texture compression, based on S3TC)
Dynamic Z-buffering (Dynamic Z-buffering), which displays the distance between objects, can be used as the E-DDC (Enhanced Display Data Channel), which defines the communication channel between the display output and the main system. Improve the picture quality of the display output)
Edge Anti-aliasing
E-EDID (Enhanced Extended Identification Data, defines the data format of the main computer communication video system)
eFB (embedded Frame Buffer)
eTM (embedded Texture Buffer)
Execute Buffers, Embuosing, Embossed EMBM (environment mapped bump mapping)
Extended Burst Transactions, Enhanced Burst Handling Factor Alpha Blending
Fast Z-clear, Fast Z Buffer Clear FB (fragment buffer)
FL (fragment list)
FW (Fast Write, special function of AGP bus)
Front Buffer, Front Buffer Flat (Flat Shading)
FL (Function Lookup, Function Lookup)
FMC (Frictionless Memory Control, unimpeded memory control)
Frames rate is King (King of frames)
FRC (Frame Rate Control)
FSAA (Full Scene/Screen Anti-aliasing, Panorama/Screen Antialiasing)
Fog (atomization effect)
Flip double buffered
Fog table quality
F-Buffer (Fragment Stream FIFO Buffer, Fragment stream first in first out buffer)
GPT (Graphics Performance Toolkit, Graphics Performance Toolkit)
FRJS (Fully Random Jittered Super-Sampling)
Fur (soft hair effect)
GART (Graphic Address Remappng Table, Graphics Address Repaint Table)
Global Illumination (GI)
GIC (gold Immersion Coating, pure gold material as the final layer of the PCB to improve signal integrity)
GIF (Graphics Interchange Format, image exchange format)
Gouraud Shading, Gloria Shade, also known as Interpolation Uniformly Colored GPUs (Graphics Processing Units)
GTF (Generalized Timing Formula, general program time, defines the time required to generate the picture, including the picture refresh rate, etc.)
GTS (Giga Textel Sharder, Gigapixel Fill Rate)
Guard Band Support (Supporting Protection Bands)
HAL (Hardware Abstraction Layer, hardware abstraction layer)
HDR (High Dynamic Range, advanced dynamic range)
HDRL (high dynamic-range lighting, high dynamic range lighting)
HDVP (High-Definition Video Processor)
HEL: Hardware Emulation Layer
HLSL (High Level Shading Language)
HMC (hardware motion compensation)
Hierarchical Z (Z classification)
High triangle count
HOS (Higher-Order Surfaces)
HPDR (High-Precision Dynamic-Range)
HRAA (High Resolution Anti-aliasing, High Resolution Antialiasing)
HSI (High Speed ​​Interconnect)
HSR (Hidden Surface Removal, hidden surface removal)
HTP (Hyper Texel Pipeline, Super Pixel Pipeline)
HWMC (Hardware Motion Compensation)
ICD (Installable Client Driver)
iDCT (inverse Discrete Cosine Transformation, negative discrete cosine transformation)
IDE (Integrated Development Environment, Integrated Development Environment)
Immediate Mode, IMMT (Intelligent Memory Manager Technology)
Imposters (scam models)
IPEAK GPT (Intel Performance Evaluation and Analysis Kit-Graphics
Performance Toolkit, Intel Performance Evaluation and Analysis Suite - Graphics Performance Toolkit
IPPR: Image Processing and Pattern Recognition (Image Processing and Pattern Recognition)
IR (Immediate Rendering, Direct Rendering)
IRA (immediate-mode rendering architecture)
IQ (inverse quantization, inverse quantization)
ITC (Internal True Color, internal true color)
IVC (Indexed Vertex Cache)
JFAA (Jitter Free Anti Aliasing, Free Skip Into Antialiasing)
JGSS (Jittered Grid Super-Sampling, mobile grid supersampling)
JPRS (Jittered pseudo random sampling)
Key Frame Interpolation, keyframe interpolation large textures (large textures)
LE (low end) LF (Linear Filtering, linear filtering, ie bilinear filtering) LFB (Linear Frame-Buffer), LFM (Light Field Mapping), light source (lightmap), lightmap Mapping) LMA (Lightspeed memory Architecture) Local Peripheral Bus LOD (Levels-of-Detail) Lossless Z Compression, lossless Z-compression LPF (Low-past filter, low-pass filter) ) LSR (Light Shaft Rendering) mipmapping (MIP mapping) MAC (Mediocre Angle Case) Matrix Vertex Blending, matrix vertex MCM (Multichip Module) Membrane lighting, diaphragm light Mipmap LOD Bias Adjustment (Modulate LOD Offset Adjustment) Modulate Motion Blend, Motion Compensation motion blur MPPS: Million Pixels Per Second, MRT (Multiple Render Targets) MSAA (multisampling) Scene/Screen Anti-aliasing, Multiple Mining Anti-aliasing) Multiplicative Texture Blending Multi-Resolution Mesh Multi-Resolution Multi-Response Multi Threaded Bus Master Multi-Threaded Master Multi-Texture MVSD (Motion Vector Steered de-interlacing) MXM (Mobile PCI Express Module) NURBS (Non Uniform Relational B Splines) nerest Mipmap (near MIP mapping, also called point sampling technology) NGP (Next-Generation Graphics Port, next generation) Graphical Interface) NSR (nVidia Shading Rasterizer, nVidia Shading Raster Engine) NXL (NVIDIA XPress Link, nViadia X Urgent Link) OGSS (Ordered Grid Super-Sampling) ORB (Online ResultBrowser, Online Fractional Browsing) OTES (Outside Thermal Exhaust System) Overdraw (due to overdraw, panoramic rendering) partial texture downloads (Parallel Texture Transfer) Parallel Processing Perspective Engine (pipeline combining) (Perspective Correction) Perspective Divide, Perspective Separated PGC (Parallel Graphics Configuration, Parallel Image Settings) PureHAL (Pure Hardware Abstraction Layer, pure hardware processing layer) PIP (Picture In Picture, picture-in-picture) pixels (Picture element, Image elements, also called P pixels, pixels on the screen) PM (parallax mapping, parallax mapping) Point Primitive Support (support original point) point light (point light source) point sampling (point sampling technique, also known as adjacent MIP mapping) Point Sprit Positional Lights Precise Pixel Interpolation Precise Pixel Interpolation Precomputed/preimaged Procedural textures Projected Textrues PS Pixel Shaders PT (Projective textures), PTC (Palletized Texture Compression), PVA (Patterned Vertical Alignment), PVPU (Program Vertex Processing Unit) Unit) QC (Quad Cache, quad buffer) QDR (Quad Data Rate, Quad Rate) QDR SDRAM (Quad Data Rate, Quadruple Rate SDRAM) RAMDAC (Random Access Memory Digital to Analog Converter, Random Access Memory Digital to Analog Converter) Range Fog PB (Priority buffer) PJSS (programmable jitter table) ps (picoseconds, picoseconds, picoseconds, billionths of a second) Reflection mapping (Reflective mapping) Rendering (rendering or rendering) Rendering to a Window (Window Perspective) RGBA (Red, Blue, Green+Alpha, Red, Blue, Green + Alpha channels) RGSS (Rotated Grid Super-Sampling) RM (Retention Mechanism, Hold) Institutions) RSAA (Random Sampling Anti aliasing) RTV (Real Time Video) S-Video (Seperate) S3 (Sight, Sound, Speed, Video, Audio, Speed) S3TC (S3 Texture Compress, S3 Texture) Compression, previously only supported S3 graphics card) S3TL (S3 Transformation&Lighting, S3 polygon conversion and light source Processing) SB (Shadow Buffer) Screen Buffer SDTV (Standard Definition Television) SEM (spherical environment mapping) SGCT (self-gauging clock technology) Shading, shading SIF2 (SUMA Individual Analog Filter 2, SUMA independent analog filter 2) Single Pass Multi-Texturing, single channel multi-textured SLAM (Symmetrically Loaded Acoustic Module, balanced loading acoustic module) SLI (Scanline Interleave, scanning line Plug, 3Dfx dual Voodoo 2 with technology) Smart Filter (soft shadow) soft reflections (soft reflection) spot light (Symmetric Rendering Architecture, symmetrical rendering architecture) Specular Gouraud Shading (mirror (Gallaud shading) SS (Smart Shader) SSAA (Super-Sampling Anti-aliasing) Stencil Buffers (Template Buffer) Stream Processor Subpixel Accurate Rasterizing (Block Subpixel Rasterization) Subtractive Texture Blending Super Sampling SuperScaler Rendering Super scalar Table Fog TBFB (Tile Based Frame Buffer) TBR (Tile Based rendering, Tile texture rendering) tessellation (tessellation) texel (T pixel, pixel on texture) Texture Alpha Blending (Texture Alpha Blend) Texture Clamping (Texture Flaw) Texture Fidelity (Texture Reflection) texture swapping (Texture Exchange) Texture Wrapping (Transform and Lighting) and T-Buffer (T-buffer, 3dfx Voodoo5 effects, including Full-Scene Anti-Aliasing, Motion Blur, Depth of Field Blur, Soft Shadows, Soft Reflections) TCA (Twin Cache Architecture, Double Cache Structure) TIFF (Tagged Image File Format, Tag Image File Format) Triangle Setup, Triangle Settings Transparency (Transparent Shape Effect) Transformation (Triangle Transformation) Trilinear Filtering (Trilinear Filter) Texture Modes, Material Mode TMPM: Trilinear MIP Mapping (TMU Texture Map Unit) TMU (Unified Compiler Architecture, UCA) Architecture) UDA (Unified Driver Architecture, Unified Driver Architecture) UDOT (Ultra Sharp Display Output Technology, Ultra-clear Display Output Technology) UMA (Unified Memory Architecture, Unified Memory Architecture) UMA (Unified Motherboard Architecture, Unified Board Architecture) UPT (unreal performance) Test, Unreal Engine Performance Test) VA (Vernier Acuity, Visual Acuity) VDM (Virtual Displacement Mapping) Visualize Geometry Engine, Visual Geometry Engine Vertex Alpha Blending Vertex Fog Vertex Lighting (Vertex Source) Vertical Interpolation Viewport Transform, Viewpoint Conversion VIP (Video Interface Port, Video Interface) VIVO (video input/output, Video) In/Out) ViRGE: Video and Rendering Graphics Engine VMR (Video Mixing Renderer) VMS (Virtual Memory System) VOC (Visual Online Communication, Visual Online Communication) Voxel ( Volume pixels, stereo pixels, Novalogic technology) VP (vertex processors) VPE (Video Processing Engine) VPU (Vertex Processing Unit) VPU (Visual Processing Unit) VQTC (Vector-Quantization Texture Compression) VS (Vertex Shaders, VS Shading) VS (Visibility Subsystem, Visible Subsystem) VSA (Voodoo Scalable Architecture, Scalable Voodoo Architecture) VSIS (Video Signal Standard, Video Signal Standard) VSync (Vertical Sync, Repeated Sync Refresh) VT (Volume textures), VT (Vertex Texturing), VTC (Volume Texture Compression), W-Fog (W atomization) Xabre ("Sabre (basic) + eXtraordinary (extraordinary) + Advanced (advanced) + Brilliant (excellent) + Rapture (enjoy) + Enrichment (rich)) XBA (Xtreme Bandwidth Architecture), YAB NCTC (Narrow Channel Texture compression) Z Buffer (Xtreme Bandwidth Architecture) Z Cache) Zone Rendering Technology (ZRT) ZOC (Z-Occlusion Culling)

Computer Terms 3

HDSS (Holographic Data Storage System) Holographic media card (HMC) HMD (holographic media disk) HSDRAM (High Speed ​​DRAM) LRU (least recently used, least recently Use) MADP (Memory Address Data Path) MDRAM (Multi Bank Random Access Memory) MRAM (Magnetic Random Access Memory) ns (nanosecond, nanosecond, nano Second, one billionth of a second) NVRAM (Non-Volatile RAM, non-variable RAM) NWX (no write transfer, ODR) ODR (Octal Data Rate, 8 times data rate) ODT (on-die termination, slice) Internal terminator) OP (Open Page) PIROM: Processor Information ROM, Processor Information ROMPLEDM: Phase-state Low Electron (hole)-number Drive Memory PLL (Phase Lock Loop, Phase Locked Loop) PRISM (Photorefractive Information Storage Material , Photographic Refraction Information Storage Materials) PROM (Programmable Read Onl) y Memory (Programmable Read Only Memory) PTA (Precharge to Active, Precharge to Active) QBM (Quad Rambus Signaling Levels, Quad RAMbus Signal Level) RAC (Rambus Asic Cell) , Rambus integrated circuit unit) RAC (Row Access Time, row access time) RAM (Random Access Memory, random access memory) RAS (Row Address Strobe, row address controller) RAT (Precharge to Active Trp, precharge to activation time) RCD (Row to Cas Delay) RDF (Rambus Developer Forum, RAMBUS Developer Forum) RDRAM (Rambus Direct RAM, Direct Rambus RAM) RIMM (RAMBUS In-line Memory Modules, RAMBUS Inline Memory module) ROM (read-only memory) RRAM (Resistance RAM, non-volatile impedance memory) RP (RAS Pre-charge Times, row address pre-charge time) RL (Read Latency, read response time) SCP (CHIP SCALE PACKGE, chip ratio package) SD (Single Side, single-sided memory) SDRAM (Synchronous Dynamic RAM, synchronization) Dynamic Memory) SDR (Single Date Rate, Single Data Rate) SDR SDRAM (Single Date Rate, Single Data Rate SDRAM) SGRAM (Synchronous Graphics RAM) SIMM (Single Inline Memory Module) SLM (Spatial Light Modulator) SM (Smart Media) SMRAM (System Management RAM) SODIMM (Small Outline Dual In-line Memory Modules) SPD (Serial Presence Detect, Serial Presence Detect) SRAM (Static Random Access Memory) SRAM (single-transistor DRAM, single-transistor DRAM) SSFDC (Solid State Floppy Disk Card, generally referred to as Smart Media) SSTL (Stub Series Terminated Logic, Residual Continuous Termination Logic) TCP (Tape Carrier Packaging, TCSR) TCSR (temperature compensated self refresh, TD (Trace driven, Track Drive) TOM (Top of Main Memory, Main Memory Top) TSOPs (thin small Outline packages, small and thin packages) UMA (Upper Memory Area) ULVS (ultra low voltage signal) USWV (Uncacheable, Speculative, Write-Combining unbuffered random mixed write) VCRAM (Virtual Channel Memory) Virtual Channel Memory) VCMA (Virtual Channel Memory Architecture) VCSDRAM (Virtual Channel SDRAM, Virtual Channel Memory) VM (Virtual Memory) VR (Virtual Register) WBGA (Windows-BGA, WBGA) The area size is 36.52% of the traditional TSOP package, and the weight is 23.37% of the traditional TSOP. The area ratio of the entire WBGA to the core is 128%, which means that the area of ​​the package is only 28% larger than that of the die. WL (Write Latency, write response time) WORM (write-once/read many) XDR (eXtreme Data Rate) XMS (Extended Memory)