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計(jì)算機(jī)縮寫(xiě)術(shù)語(yǔ)完全介紹寶典(文件)

 

【正文】 ecute,直接內(nèi)存執(zhí)行) DOF(Depth of Field,多重境深) dot texture blending(點(diǎn)型紋理混和) DOT3(Dot product 3 bump mapping,點(diǎn)乘積凹凸映射) Double Buffering(雙緩沖區(qū)) DPBM(Dot Product Bump Mapping,點(diǎn)乘積凹凸映射) DQUICK(DVD Qualification and Integration Kit,DVD資格和綜合工具包) DRA(deferred rendering architecture,延遲渲染架構(gòu)) DRI(Direct Rendering Infrastructure,基層直接渲染) DSP(Dual Streams Processor,雙重流處理器) DVC(Digital Vibrance Control,數(shù)字振動(dòng)控制) DVI(Digital Video Interface,數(shù)字視頻接口) DVMT(Dynamic Video Memory Technology,動(dòng)態(tài)視頻內(nèi)存技術(shù)) DxR: DynamicXTended Resolution(動(dòng)態(tài)可擴(kuò)展分辨率) DXTC(Direct X Texture Compress,DirectX紋理壓縮,以S3TC為基礎(chǔ)) Dynamic Zbuffering(動(dòng)態(tài)Z軸緩沖區(qū)),顯示物體遠(yuǎn)近,可用作遠(yuǎn)景 EDDC(Enhanced Display Data Channel,增強(qiáng)形視頻數(shù)據(jù)通道協(xié)議,定義了顯示輸出與主系統(tǒng)之間的通訊通道,能提高顯示輸出的畫(huà)面質(zhì)量) Edge Anti-aliasing(邊緣抗鋸齒失真) EEDID(Enhanced Extended Identification Data,增強(qiáng)形擴(kuò)充身份辨識(shí)數(shù)據(jù),定義了電腦通訊視頻主系統(tǒng)的數(shù)據(jù)格式) eFB(embedded Frame Buffer,嵌入式幀緩沖) eTM(embedded Texture Buffer,嵌入式紋理緩沖) Execute Buffers,執(zhí)行緩沖區(qū) Embosing,浮雕 EMBM(environment mapped bump mapping,環(huán)境凹凸映射) Extended Burst Transactions,增強(qiáng)式突發(fā)處理 Factor Alpha Blending(因子阿爾法混合) Fast Zclear,快速Z緩沖清除 FB(fragment buffer,片段緩沖) FL(fragment list,片段列表) FW(Fast Write,快寫(xiě),AGP總線的特殊功能) Front Buffer,前置緩沖 Flat(平面描影) FL(Function Lookup,功能查找) FMC(Frictionless Memory Control,無(wú)阻內(nèi)存控制) Frames rate is King(幀數(shù)為王) FRC(Frame Rate Control,幀率控制) FSAA(Full Scene/Screen Anti-aliasing,全景/屏幕抗鋸齒) Fog(霧化效果) flip double buffered(反轉(zhuǎn)雙緩存) fog table quality(霧化表畫(huà)質(zhì)) FBuffer(Fragment Stream FIFO Buffer,片段流先入先出緩沖區(qū)) GPT(Graphics Performance Toolkit,圖形性能工具包) FRJS(Fully Random Jittered SuperSampling,完全隨機(jī)移動(dòng)式超級(jí)采樣) Fur(軟毛效果) GART(Graphic Address Remappng Table,圖形地址重繪表) GI(Global Illumination,球形光照) GIC(Gold Immersion Coating,化金涂布技術(shù),純金材質(zhì)作為PCB最終層,提升信號(hào)完整性) GIF(Graphics Interchange Format,圖像交換格式) Gouraud Shading,高洛德描影,也稱為內(nèi)插法均勻涂色 GPU(Graphics Processing Unit,圖形處理器) GTF(Generalized Timing Formula,一般程序時(shí)間,定義了產(chǎn)生畫(huà)面所需要的時(shí)間,包括了諸如畫(huà)面刷新率等) GTS(Giga Textel Sharder,十億像素填充率) Guard Band Support(支持保護(hù)帶) HAL(Hardware Abstraction Layer,硬件抽像化層) HDR(High Dynamic Range,高級(jí)動(dòng)態(tài)范圍) HDRL(high dynamicrange lighting,高動(dòng)態(tài)范圍光線) HDVP(HighDefinition Video Processor,高精度視頻處理器) HEL: Hardware Emulation Layer(硬件模擬層) HLSL(High Level Shading Language,高級(jí)描影語(yǔ)言) HMC(hardware motion pensation,硬件運(yùn)動(dòng)補(bǔ)償) Hierarchical Z(Z分級(jí)) high triangle count(復(fù)雜三角形計(jì)數(shù)) HOS(HigherOrder Surfaces,高次序表面) HPDR(HighPrecision DynamicRange,高精度動(dòng)態(tài)范圍) HRAA(High Resolution Anti-aliasing,高分辨率抗鋸齒) HSI(High Speed Interconnect,高速內(nèi)連) HSR(Hidden Surface Removal,隱藏表面移除) HTP(Hyper Texel Pipeline,超級(jí)像素管道) HWMC(Hardware Motion Compensation,硬件運(yùn)動(dòng)補(bǔ)償) ICD(Installable Client Driver,可安裝客戶端驅(qū)動(dòng)程序) iDCT(inverse Discrete Cosine Transformation,負(fù)離散余弦轉(zhuǎn)換) IDE(Integrated Development Environment,集成開(kāi)發(fā)環(huán)境) Immediate Mode,直接模式 IMMT(Intelligent Memory Manager Technology,智能內(nèi)存管理技術(shù)) Imposters(詐欺模型) IPEAK GPT(Intel Performance Evaluation and Analysis Kit Graphics Performance Toolkit,英特爾性能評(píng)估和分析套件 圖形性能工具包) IPPR: Image Processing and Pattern Recognition(圖像處理和模式識(shí)別) IR(Immediate Rendering,直接渲染) IRA(immediatemode rendering architecture,即時(shí)渲染架構(gòu)) IQ(inverse quantization,反轉(zhuǎn)量子化) ITC(Internal True Color,內(nèi)部真彩色) IVC(Indexed Vertex Cache,索引頂點(diǎn)緩存) JFAA(Jitter Free Anti Aliasing,自由跳躍進(jìn)抗鋸齒) JGSS(Jittered Grid SuperSampling,移動(dòng)式柵格超級(jí)采樣) JPRS(Jittered pseudo random sampling,抖動(dòng)假取樣) Key Frame Interpolation,關(guān)鍵幀插補(bǔ) large textures(大型紋理) LE(low end,低端) LF(Linear Filtering,線性過(guò)濾,即雙線性過(guò)濾) LFB(Linear FrameBuffer,線性幀緩沖) LFM(Light Field Mapping,光照區(qū)域貼圖) lighting(光源) lightmap(光線映射) LMA(Lightspeed memory Architecture,光速內(nèi)存架構(gòu)) Local Peripheral Bus(局域邊緣總線) LOD(LevelsofDetail,細(xì)節(jié)級(jí)) Lossless Z Compression,無(wú)損Z壓縮 LPF(Lowpast filter,低通道濾波器) LSR(Light Shaft Rendering,光線軸渲染) mipmapping(MIP映射) MAC(Mediocre Angle Case,普通角采樣) Matrix Vertex Blending,矩陣頂點(diǎn)混和 MCM(Multichip Module,多芯片模塊) Membrane lighting,隔膜光線 Mipmap LOD Bias Adjustment(映射LOD偏移調(diào)節(jié)) Modulate(調(diào)制混合) Motion Compensation,動(dòng)態(tài)補(bǔ)償 motion blur(模糊移動(dòng)) MPPS:Million Pixels Per Second,百萬(wàn)個(gè)像素/秒 MRT(Multiple Render Targets,多重渲染目標(biāo)) MSAA(multisampling Scene/Screen Anti-aliasing,多重采樣抗鋸齒) Multiplicative Texture Blending(乘法紋理混合) MultiResolution Mesh,多重分辨率組合 Multi Threaded Bus Master,多線程主控 Multitexture(多重紋理) MVSD(Motion Vector Steered deinterlacing,移動(dòng)向量控制解交錯(cuò)) MXM(Mobile PCI Express Module,移動(dòng)PCI Express模塊) NURBS(Non Uniform Relational B Splines,非統(tǒng)一相關(guān)B樣條) nerest Mipmap(鄰近MIP映射,又叫點(diǎn)采樣技術(shù)) NGP(NextGeneration Graphics Port,下一代圖形接口) NSR(nVidia Shading Rasterizer,nVidia描影光柵引擎) NXL(NVIDIA XPress Link,nViadia X緊迫鏈路) OGSS(Ordered Grid SuperSampling,順序柵格超級(jí)采樣) ORB(Online ResultBrowser,在線分?jǐn)?shù)瀏覽) OTES(Outside Thermal Exhaust System,向外熱排氣系統(tǒng)) Overdraw(透支,全景渲染造成的浪費(fèi)) partial texture downloads(并行紋理傳輸) Parallel Processing Perspective Engine(平行透視處理器) PC(pipeline bining,管道結(jié)合) Perspective Correction(透視糾正) Perspective Divide,透視分隔 PGC(Parallel Graphics Configuration,并行圖像設(shè)置) PureHAL(Pure Hardware Abstraction Layer,純硬件處理層) PIP(Picture In Picture,畫(huà)中畫(huà)) pixel(Picture element,圖像元素,又稱P像素,屏幕上的像素點(diǎn)) PM(parallax mapping,視差映射) Point Primitive Support(支持原始點(diǎn)) point light(一般點(diǎn)光源) point sampling(點(diǎn)采樣技術(shù),又叫鄰近MIP映射) Point Sprit(點(diǎn)碎片紋理) Positional Lights(定點(diǎn)光源) Precise Pixel Interpolation,精確像素插值 preputed/preimaged(預(yù)計(jì)算/預(yù)描繪) Procedural textures(可編程紋理) Projected Textrues(投射紋理) PS(Pixel Shaders,像素描影) PT(Projective textures,投影紋理) PTC(Palletized Texture Compression,并行紋理壓縮) PVA(Patterned Vertical Alignment,圖像垂直調(diào)整) PVPU(Programable Vertex Processing Unit,可編程頂點(diǎn)處理單元) QC(Quad Cache,四重緩存) 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,隨機(jī)存儲(chǔ)器數(shù)/模轉(zhuǎn)換器) Range Fog(延伸霧化) PB(Priority buffer,優(yōu)先緩沖) PJSS(programmable jitter table,可編程抖動(dòng)表) ps(picoseconds,皮秒,微微秒,百億分之一秒) Reflection mapping(反射貼圖) render(著色或渲染) Rendering to a Window(窗口透視) RGBA(Red、Blue、Green + Alpha,紅、藍(lán)、綠 + Alpha通道) RGSS(Rotated Grid SuperSampling,旋轉(zhuǎn)柵格超級(jí)采樣) RM
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