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計算機縮寫術(shù)語完全介紹寶典(參考版)

2024-08-10 04:28本頁面
  

【正文】 L(Transform and Lighting,多邊形轉(zhuǎn)換與光源處理) TBuffer(T緩沖,3dfx Voodoo5的特效,包括全景反鋸齒Fullscene AntiAliasing、動態(tài)模糊Motion Blur、焦點模糊Depth of Field Blur、柔和陰影Soft Shadows、柔和反射Soft Reflections) TCA(Twin Cache Architecture,雙緩存結(jié)構(gòu)) TIFF(Tagged Image File Format,標簽圖像文件格式) Triangle Setup,三角形設(shè)置 Transparency(透明狀效果) Transformation(三角形轉(zhuǎn)換) Trilinear Filtering(三線性過濾) Texture Modes,材質(zhì)模式 TMIPM: Trilinear MIP Mapping(三次線性MIP材質(zhì)貼圖) TMU(Texture Map Unit,紋理映射單元) UCA(Unified Compiler Architecture,統(tǒng)一編譯架構(gòu)) UDA(Unified Driver Architecture,統(tǒng)一驅(qū)動程序架構(gòu)) UDOT(UltraSharp Display Output Technology,超清晰顯示輸出技術(shù)) UMA(Unified Memory Architecture,統(tǒng)一內(nèi)存架構(gòu)) UMA(Unified Motherboard Architecture,統(tǒng)一主板架構(gòu)) UPT(unreal performance test,虛幻引擎性能測試) VA(Vernier Acuity,視敏度) VDM(Virtual Displacement Mapping,虛擬位移映射) Visualize Geometry Engine,可視化幾何引擎 Vertex Alpha Blending(頂點Alpha混合) Vertex Fog(頂點霧化) Vertex Lighting(。 Video,音頻和視頻) B Splines(B樣條) BAC(Bad Angle Case,邊角損壞采樣) Back Buffer,后置緩沖 Backface culling(隱面消除) Battle for Eyeballs(眼球大戰(zhàn),各3D圖形芯片公司為了爭奪用戶而作的競爭) Bilinear Filtering(雙線性過濾) (Body、Object、Design、Envioment,人體、物體、設(shè)計、環(huán)境渲染自動識別) BSP(Binary Space Partitioning,二進制空間分區(qū)) CBMC(Crossbar based memory controller,內(nèi)存控制交叉裝置) CBU(color blending unit,色彩混和單位) CEA(Critical Edge Angles,臨界邊角) CEM(cube environment mapping,立方環(huán)境映射) CG(C for Graphics/GPU,用于圖形/GPU的可編程語言) CG(Computer Graphics,計算機生成圖像) Clipping(剪貼紋理) Clock Synthesizer,時鐘合成器 pressed textures(壓縮紋理) Concurrent Command Engine,協(xié)作命令引擎 CSC(Colorspace Conversion,色彩空間轉(zhuǎn)換) CSG (constructive solid geometry,建設(shè)立體幾何) CSS(Content Scrambling System,內(nèi)容不規(guī)則加密) DAC(Digital to Analog Converter,數(shù)模傳換器) DCD(Directional Correlational Deinterlacing,方向關(guān)聯(lián)解交錯) DCT(Display Compression Technology,顯示壓縮技術(shù)) DDC(Dynamic Depth Cueing,動態(tài)深度暗示)圖像 DDP(Digital Display Port,數(shù)字輸出端口) DDS(Direct Draw Surface,直接繪畫表面) Decal(印花法,用于生成一些半透明效果,如:鮮血飛濺的場面) DFP(Digital Flat Panel,數(shù)字式平面顯示器) DFS: Dynamic Flat Shading(動態(tài)平面描影),可用作加速 Dithering(抖動) Directional Light,方向性光源 DM(Displacement mapping,位移貼圖) DME(Direct Memory Execute,直接內(nèi)存執(zhí)行) DOF(Depth of Field,多重境深) dot texture blending(點型紋理混和) DOT3(Dot product 3 bump mapping,點乘積凹凸映射) Double Buffering(雙緩沖區(qū)) DPBM(Dot Product Bump Mapping,點乘積凹凸映射) 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)字振動控制) DVI(Digital Video Interface,數(shù)字視頻接口) DVMT(Dynamic Video Memory Technology,動態(tài)視頻內(nèi)存技術(shù)) DxR: DynamicXTended Resolution(動態(tài)可擴展分辨率) DXTC(Direct X Texture Compress,DirectX紋理壓縮,以S3TC為基礎(chǔ)) Dynamic Zbuffering(動態(tài)Z軸緩沖區(qū)),顯示物體遠近,可用作遠景 EDDC(Enhanced Display Data Channel,增強形視頻數(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面質(zhì)量) Edge Anti-aliasing(邊緣抗鋸齒失真) EEDID(Enhanced Extended Identification Data,增強形擴充身份辨識數(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,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,完全隨機移動式超級采樣) 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,一般程序時間,定義了產(chǎn)生畫面所需要的時間,包括了諸如畫面刷新率等) GTS(Giga Textel Sharder,十億像素填充率) Guard Band Support(支持保護帶) HAL(Hardware Abstraction Layer,硬件抽像化層) HDR(High Dynamic Range,高級動態(tài)范圍) HDRL(high dynamicrange lighting,高動態(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,高級描影語言) HMC(hardware motion pensation,硬件運動補償) Hierarchical Z(Z分級) high triangle count(復(fù)雜三角形計數(shù)) HOS(HigherOrder Surfaces,高次序表面) HPDR(HighPrecision DynamicRange,高精度動態(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,超級像素管道) HWMC(Hardware Motion Compensation,硬件運動補償) ICD(Installable Client Driver,可安裝客戶端驅(qū)動程序) iDCT(inverse Discrete Cosine Transformation,負離散余弦轉(zhuǎn)換) IDE(Integrated Development Environment,集成開發(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(圖像處理和模式識別) IR(Immediate Rendering,直接渲染) IRA(immediatemode rendering architecture,即時渲染架構(gòu)) IQ(inverse quantization,反轉(zhuǎn)量子化) ITC(Internal True Color,內(nèi)部真彩色) IVC(Indexed Vertex Cache,索引頂點緩存) JFAA(Jitter Free Anti Aliasing,自由跳躍進抗鋸齒) JGSS(Jittered Grid SuperSampling,移動式柵格超級采樣) JPRS(Jittered pseudo random sampling,抖動假取樣) Key Frame Interpolation,關(guān)鍵幀插補 large textures(大型紋理) LE(low end,低端) LF(Linear Filtering,線性過濾,即雙線性過濾) 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,細節(jié)級) Lossless Z Compression,無損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,矩陣頂點混和 MCM(Multichip Module,多芯片模塊) Membrane lighting,隔膜光線 Mipmap LOD Bias Adjustment
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