Intel 2700G
Intel 2700G (code-named Marathon) is a low power (50 watt, mW max) graphics co-processor for the XScale PXA27x processor, announced on April 12, 2004. It is built on both the PowerVR#Series4_(STMicro), PowerVR MBX Lite chip design (which is a descendant from the PowerVR#Series2_(NEC), PowerVR2 graphics technology that powered the Dreamcast) and on the MVED1 video encoder/decoder technology. Variants This accelerator comes in 3 variants: The 2700G3, 2700G5 and 2700G7. 2700G3 The 2700G3 is the value version of the accelerator. It has 384 kilobyte, kB of on-die memory suitable for driving an HVGA (320×480) or smaller graphics display. 2700G5 The 2700G5 is the performance version of the accelerator. It has 704 kB of on-die memory suitable for driving a VGA (640×480) resolution display and decoding MPEG-4 video. 2700G7 The 2700G7 is the same as the 2700G5 but is stacked with 16 megabyte, MB of local memory with a 100 MHz, 32-bit bus (maximum 400 MB/s theoretical bandwidth) in t ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Photo Of Intel 2700G5 Graphics Co-processor
A photograph (also known as a photo, or more generically referred to as an ''image'' or ''picture'') is an image created by light falling on a photosensitive surface, usually photographic film or an electronic image sensor. The process and practice of creating such images is called photography. Most photographs are now created using a smartphone or camera, which uses a lens to focus the scene's visible wavelengths of light into a reproduction of what the human eye would perceive. Etymology The word ''photograph'' was coined in 1839 by Sir John Herschel and is based on the Greek φῶς (''phos''), meaning "light", and γραφή (''graphê''), meaning "drawing, writing", together meaning "drawing with light". History The first permanent photograph, a contact-exposed copy of an engraving, was made in 1822 using the bitumen-based "heliography" process developed by Nicéphore Niépce. The first photographs of a real-world scene, made using a camera obscura, followed a few years ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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BitBLT
Bit blit (also written BITBLT, BIT BLT, BitBLT, Bit BLT, Bit Blt etc., which stands for ''bit block transfer'') is a data operation commonly used in computer graphics in which several bitmaps are combined into one using a ''Truth_table#Binary_operations, boolean function''. The operation involves at least two bitmaps: a "source" (or "foreground") and a "destination" (or "background"), and possibly a third that is often called the "stencil, mask". The result may be written to a fourth bitmap, though often it replaces the destination. The pixels of each are combined using a program-selectable ''raster operation'', a bit-wise Boolean logic, boolean formula. The most obvious raster operation overwrites the destination with the source. Others may involve Logical conjunction, AND, Logical disjunction, OR, XOR, and negation, NOT operations. The Commodore Amiga's graphics chipset (and others) could combine three source bitmaps using any of the 256 possible 3-input boolean functions. Moder ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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IDCT
A discrete cosine transform (DCT) expresses a finite sequence of data points in terms of a sum of cosine functions oscillating at different frequencies. The DCT, first proposed by Nasir Ahmed in 1972, is a widely used transformation technique in signal processing and data compression. It is used in most digital media, including digital images (such as JPEG and HEIF), digital video (such as MPEG and ), digital audio (such as Dolby Digital, MP3 and AAC), digital television (such as SDTV, HDTV and VOD), digital radio (such as AAC+ and DAB+), and speech coding (such as AAC-LD, Siren and Opus). DCTs are also important to numerous other applications in science and engineering, such as digital signal processing, telecommunication devices, reducing network bandwidth usage, and spectral methods for the numerical solution of partial differential equations. A DCT is a Fourier-related transform similar to the discrete Fourier transform (DFT), but using only real numbers. The DCTs are ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Inverse Zig-Zag
Inverse or invert may refer to: Science and mathematics * Inverse (logic), a type of conditional sentence which is an immediate inference made from another conditional sentence * Additive inverse, the inverse of a number that, when added to the original number, yields zero * Compositional inverse, a function that "reverses" another function * Inverse element * Inverse function, a function that "reverses" another function **Generalized inverse, a matrix that has some properties of the inverse matrix but not necessarily all of them * Multiplicative inverse (reciprocal), a number which when multiplied by a given number yields the multiplicative identity, 1 ** Inverse matrix of an Invertible matrix Other uses * Invert level, the base interior level of a pipe, trench or tunnel * ''Inverse'' (website), an online magazine * An outdated term for an LGBT person; see Sexual inversion (sexology) See also * Inversion (other) * Inverter (other) * Opposite (disambiguation ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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ARGB
RGBA stands for red green blue alpha. While it is sometimes described as a color space, it is actually a three-channel RGB color model supplemented with a fourth ''alpha channel''. Alpha indicates how opaque each pixel is and allows an image to be combined over others using alpha compositing, with transparent areas and anti-aliasing of the edges of opaque regions. Each pixel is a 4D vector. The term does ''not'' define what RGB color space is being used. It also does not state whether or not the colors are premultiplied by the alpha value, and if they are it does not state what color space that premultiplication was done in. This means more information than just "RGBA" is needed to determine how to handle an image. In some contexts the abbreviation "RGBA" means a specific memory layout (called RGBA8888 below), with other terms such as "BGRA" used for alternatives. In other contexts "RGBA" means any layout. Representation In computer graphics, pixels encoding the RGBA col ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Z-buffering
A z-buffer, also known as a depth buffer, is a type of data buffer used in computer graphics to store the depth information of fragments. The values stored represent the distance to the camera, with 0 being the closest. The encoding scheme may be flipped with the highest number being the value closest to camera. In a 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated fragment in the projected screen image is compared to the value already stored in the buffer (depth test), and replaces it if the new value is closer. It works in tandem with the rasterizer, which computes the colored values. The fragment output by the rasterizer is saved if it is not overlapped by another fragment. Z-buffering is a technique used in almost all contemporary computers, laptops, and mobile phones for generating 3D computer graphics. The primary use now is for video games, which require fast and accurate processing of 3D scenes. Usage Occlusion ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Supersampling
Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have continuous smooth curves and lines, a computer screen shows the viewer a large number of small squares. These pixels all have the same size, and each one has a single color. A line can only be shown as a collection of pixels, and therefore appears jagged unless it is perfectly horizontal or vertical. The aim of supersampling is to reduce this effect. Color samples are taken at several instances inside the pixel (not just at the center as normal), and an average color value is calculated. This is achieved by rendering the image at a much higher resolution than the one being displayed, then shrinking it to the desired size, using the extra pixels ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Anisotropic Filtering
In 3D computer graphics, anisotropic filtering (AF) is a technique that improves the appearance of Texture filtering, textures, especially on surfaces viewed at sharp Viewing angle, angles. It helps make textures look sharper and more detailed by reducing blur and aliasing that can occur when surfaces are angled away from the viewer. Anisotropy, Anisotropic filtering works by applying different amounts of filtering in different directions, unlike simpler methods like Bilinear filtering, bilinear and trilinear filtering which filter equally in all directions. While it requires more processing power than these simpler methods, anisotropic filtering became a standard feature in most graphics cards in the late 1990s and is now commonly used in games and other 3D applications, often with user-adjustable settings. Comparison to isotropic algorithms Anisotropic filtering enhances texture sharpness, counteracting the blur introduced by mipmapping, a common Anti-aliasing filter, ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Trilinear Filtering
Trilinear filtering is an extension of the bilinear texture filtering method, which also performs linear interpolation between mipmaps. Bilinear filtering has several weaknesses that make it an unattractive choice in many cases: using it on a full-detail texture when scaling to a very small size causes accuracy problems from missed texels, and compensating for this by using multiple mipmaps throughout the polygon leads to abrupt changes in blurriness, which is most pronounced in polygons that are steeply angled relative to the camera. To solve this problem, trilinear filtering interpolates between the results of bilinear filtering on the two mipmaps nearest to the detail required for the polygon at the pixel. If the pixel would take up 1/100 of the texture in one direction, trilinear filtering would interpolate between the result of filtering the 128×128 mipmap as y1 with x1 as 128, and the result of filtering on the 64×64 mipmap as y2 with x2 as 64, and then interpolate to . ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Bilinear Filter
In mathematics, bilinear interpolation is a method for interpolating functions of two variables (e.g., ''x'' and ''y'') using repeated linear interpolation. It is usually applied to functions sampled on a 2D rectilinear grid, though it can be generalized to functions defined on the vertices of (a mesh of) arbitrary convex quadrilaterals. Bilinear interpolation is performed using linear interpolation first in one direction, and then again in another direction. Although each step is linear in the sampled values and in the position, the interpolation as a whole is not linear but rather quadratic in the sample location. Bilinear interpolation is one of the basic resampling techniques in computer vision and image processing, where it is also called bilinear filtering or bilinear texture mapping. Computation Suppose that we want to find the value of the unknown function ''f'' at the point (''x'', ''y''). It is assumed that we know the value of ''f'' at the four points ''Q''11 = (' ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Distance Fog
Distance fog is a technique used in 3D computer graphics to enhance the perception of distance by shading distant objects differently. Because many of the shapes in graphical environments are relatively simple, and complex shadows are difficult to render, many graphics engines employ a " fog" gradient so objects further from the camera are progressively more obscured by haze and by aerial perspective. This technique simulates the effect of light scattering, which causes more distant objects to appear lower in contrast, especially in outdoor environments. Visibility in a natural haze declines exponentially, not linearly, with distance due to scattering. The colour of the light being scattered into the viewing path affects the colour of the haze; blue under blue skies, reddish near sunset, as with alpenglow. These more subtle details are represented in some graphics. "Fogging" is another use of distance fog in mid-to-late 1990s games, when processing power was not enou ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Texture Compression
Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access. Texture compression can be applied to reduce memory usage at runtime. Texture data is often the largest source of memory usage in a mobile application. Tradeoffs In their seminal paper on texture compression, Beers, Agrawala and Chaddha list four features that tend to differentiate texture compression from other image compression techniques. These features are: ;Decoding Speed: It is highly desirable to be able to render directly from the compressed texture data and so, in order not to impact rendering performance, decompression must be fast. ;Random Access: Since predicting the order that a renderer accesses texels would be difficult, any texture compression scheme must allow fast random access to decompressed texture data. Thi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |