2022
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vsis(vsist)

目录:

  • 1、Cube Engine 引擎
  • 2、英文翻译!!
  • 3、中国银行vsis信用卡帐户余额为什么与实际余额不一样?
  • 4、我想知道所有的视频术语(video terms),请高人指教!

Cube Engine 引擎

Source引擎总览

Source并不是一套简单的3D引擎,也可以是说,他并非只是一套渲染器。Source引擎包含了很多不同的模组,程序员可以在引擎的程序包中方便地取出以及添加进其他的元素。

在这篇文章里面,我将会为大家展示这些模组是什么回事并且对游戏产生怎样的影响。在下面将要陈述的问题主要讲解在Source引擎中一些令人惊奇的模组是怎样对整个游戏的画面以及游戏效果产生影响,而不是去解释Source引擎的代码怎样去运作。对于此,可能大家会觉得比较枯燥,毕竟,这些在程序实现上的问题针对的是对游戏有一定研究的玩家。我们并没有打算深入到Source的程序代码进行研究,因为这些已经不属于我们一般老百姓可以研究的范畴了。在这里必须要给读者澄清一下,由于目前Source引擎的非公开性,我们并不能准确地将Source引擎中每一个模组的特性都准确地表示出来,如果你一定要深入研究的话,请参考Half-Life 2发布之后的 SDK 参考文档以及Valve以后的白皮书。本文的章节细分以笔者对Source引擎的了解为依据。请根据实际情况印证并参考其他专著以及文献。

3D 引擎

渲染器

Pixel 、vertex shaders

光影效果

HDR (High Dynamic Range)

动画以及角色面部表情

几何构成

VGUI游戏界面

物理引擎,基于Havok 定制的物理引擎

刚体的动力学模型以及关节约束机制

弹性机构、绳索机构、布纹处理、车辆系统

水以及火光

粒子系统

怪物/NPC/程序 上的物理学系统

材质系统

AI 系统

在这里,我尚且用3D engine来描述造Source引擎中,生成引擎输出图像及其几何体的模组。

渲染器

这部分最能体现显卡的功力,也是玩家最为注重的一个重点。渲染器的作用主要主要功能就是采集画面几何体和材质的数据,通过一系列繁杂的过程,生成一个三维的图像。Valve并没有重新创造Source引擎的渲染器而采用了Microsoft DirectX 9.0 的 API,并借助Half-Life SL高阶编程语言编写引擎,在很大程度上节省了宝贵的时间,这归功于 DirectX9良好的硬件兼容性以及先进的代码设计流程。原有的Half-Life 1引擎被设计成支持 OpenGL and Direct3D的双模式,但正如各位所见,这个引擎在Direct3D模式下的渲染十分糟糕,特别是在目前主流的显卡上工作时,其效率以及画质远不及OpenGL模式下的表现。在设计Source引擎的时候,Valve放弃了ogl的渲染模式进而采用DirectX架构,以增强其硬件兼容性以及对未来特效的支持,比如是Shader2.0b甚至是Shader3.0 Model的支持。

............................

Cube Engine的应用主要是在射击游戏方面。应用该引擎的第一个作品就叫Cube。

Cube,是一套基于Cube Engine的第一身OpenGL 3D射击游戏,虽然是免费,但绝不逊色于商业游戏,而且功能齐全,支持单打及连线对打,可以团体模式进行游戏。

Cube的升级版本称为Sauerbraten

Sauerbraten (Cube 2)是一个基于Cube FPS的从新设计版本的单、多用户游戏。尽管Sauerbraten和Cube在游戏设计思路上有共同之处,但是它有一个6向定点世界模式。这个补充使游戏具有了更复杂的几何图形,和Cube很像的地方在于,游戏的目的并不是简单的满足于视觉上的效果,而是在游戏的同时动态的创建地图。此为这个FPS游戏十分的耐玩,他的引擎正在被用来研发一个RPG游戏。

3d:three dimensional,三维

3ds(3d subsystem,三维子系统)

ae(atmospheric effects,雾化效果)

afr(alternate frame rendering,交替渲染技术)

anisotropic filtering(各向异性过滤)

appe(advanced packet parsing engine,增强形帧解析引擎)

av(analog video,模拟视频)

back buffer,后置缓冲

backface culling(隐面消除)

battle for eyeballs(眼球大战,各3d图形芯片公司为了争夺用户而作的竞争)

bilinear filtering(双线性过滤)

cem(cube environment mapping,立方环境映射)

cg(computer graphics,计算机生成图像)

clipping(剪贴纹理)

clock synthesizer,时钟合成器

compressed textures(压缩纹理)

concurrent command engine,协作命令引擎

center processing unit utilization,中央处理器占用率

dac(digital to analog converter,数模传换器)

decal(印花法,用于生成一些半透明效果,如:鲜血飞溅的场面)

dfp(digital flat panel,数字式平面显示器)

dfs: dynamic flat shading(动态平面描影),可用作加速

dithering(抖动)

directional light,方向性光源

dme: direct memory execute(直接内存执行)

dof(depth of field,多重境深)

dot texture blending(点型纹理混和)

double buffering(双缓冲区)

dir(direct rendering infrastructure,基层直接渲染)

dvi(digital video interface,数字视频接口)

dxr: dynamicxtended resolution(动态可扩展分辨率)

dxtc(direct x texture compress,directx纹理压缩,以s3tc为基础)

dynamic z-buffering(动态z轴缓冲区),显示物体远近,可用作远景

e-ddc(enhanced display data channel,增强形视频数据通道协议,定义了显示输出与主系统之间的通讯通道,能提高显示输出的画面质量)

edge anti-aliasing,边缘抗锯齿失真

e-edid(enhanced extended identification data,增强形扩充身份辨识数据,定义了电脑通讯视频主系统的数据格式)

execute buffers,执行缓冲区

environment mapped bump mapping(环境凹凸映射)

extended burst transactions,增强式突发处理

front buffer,前置缓冲

flat(平面描影)

frames rate is king(帧数为王)

fsaa(full scene anti-aliasing,全景抗锯齿)

fog(雾化效果)

flip double buffered(反转双缓存)

fog table quality(雾化表画质)

gart(graphic address remappng table,图形地址重绘表)

gouraud shading,高洛德描影,也称为内插法均匀涂色

gpu(graphics processing unit,图形处理器)

gtf(generalized timing formula,一般程序时间,定义了产生画面所需要的时间,包括了诸如画面刷新率等)

hal(hardware abstraction layer,硬件抽像化层)

hardware motion compensation(硬件运动补偿)

hdtv(high definition television,高清晰度电视)

hel: hardware emulation layer(硬件模拟层)

high triangle count(复杂三角形计数)

icd(installable client driver,可安装客户端驱动程序)

idct(inverse discrete cosine transform,非连续反余弦变换,geforce的dvd硬件强化技术)

immediate mode,直接模式

ippr: image processing and pattern recognition(图像处理和模式识别)

large textures(大型纹理)

lf(linear filtering,线性过滤,即双线性过滤)

lighting(光源)

lightmap(光线映射)

local peripheral bus(局域边缘总线)

mipmapping(mip映射)

modulate(调制混合)

motion compensation,动态补偿

motion blur(模糊移动)

mpps:million pixels per second,百万个像素/秒

multi-resolution mesh,多重分辨率组合

multi threaded bus master,多重主控

multitexture(多重纹理)

nerest mipmap(邻近mip映射,又叫点采样技术)

overdraw(透支,全景渲染造成的浪费)

partial texture downloads(并行纹理传输)

parallel processing perspective engine(平行透视处理器)

pc(perspective correction,透视纠正)

pgc(parallel graphics configuration,并行图像设置)

pixel(picture element,图像元素,又称p像素,屏幕上的像素点)

point light(一般点光源)

point sampling(点采样技术,又叫邻近mip映射)

precise pixel interpolation,精确像素插值

procedural textures(可编程纹理)

ramdac(random access memory digital to analog converter,随机存储器数/模转换器)

reflection mapping(反射贴图)

render(着色或渲染)

s端子(seperate)

s3(sight、sound、speed,视频、音频、速度)

s3tc(s3 texture compress,s3纹理压缩,仅支持s3显卡)

s3tl(s3 transformation lighting,s3多边形转换和光源处理)

screen buffer(屏幕缓冲)

sdtv(standard definition television,标准清晰度电视)

sem(spherical environment mapping,球形环境映射)

shading,描影

single pass multi-texturing,单通道多纹理

sli(scanline interleave,扫描线间插,3dfx的双voodoo 2配合技术)

smart filter(智能过滤)

soft shadows(柔和阴影)

soft reflections(柔和反射)

spot light(小型点光源)

sra(symmetric rendering architecture,对称渲染架构)

stencil buffers(模板缓冲)

stream processor(流线处理)

superscaler rendering,超标量渲染

tbfb(tile based frame buffer,碎片纹理帧缓存)

texel(t像素,纹理上的像素点)

texture fidelity(纹理真实性)

texture swapping(纹理交换)

tl(transform and lighting,多边形转换与光源处理)

t-buffer(t缓冲,3dfx voodoo4的特效,包括全景反锯齿full-scene anti-aliasing、动态模糊motion blur、焦点模糊depth of field blur、柔和阴影soft shadows、柔和反射soft reflections)

tca(twin cache architecture,双缓存结构)

transparency(透明状效果)

transformation(三角形转换)

trilinear filtering(三线性过滤)

texture modes,材质模式

tmipm: trilinear mip mapping(三次线性mip材质贴图)

uma(unified memory architecture,统一内存架构)

visualize geometry engine,可视化几何引擎

vertex lighting(顶点光源)

vertical interpolation(垂直调变)

vip(video interface port,视频接口)

virge: video and rendering graphics engine(视频描写图形引擎)

voxel(volume pixels,立体像素,novalogic的技术)

vqtc(vector-quantization texture compression,向量纹理压缩)

vsis(video signal standard,视频信号标准)

v-sync(同步刷新)

z buffer(z缓存)

英文翻译!!

TRANSFORMER

1. INTRODUCTION

The high-voltage transmission was need for the case electrical power is to be provided at considerable distance from a generating station. At some point this high voltage must be reduced, because ultimately is must supply a load. The transformer makes it possible for various parts of a power system to operate at different voltage levels. In this paper we discuss power transformer principles and applications.

2. TOW-WINDING TRANSFORMERS

A transformer in its simplest form consists of two stationary coils coupled by a mutual magnetic flux. The coils are said to be mutually coupled because they link a common flux.

In power applications, laminated steel core transformers (to which this paper is restricted) are used. Transformers are efficient because the rotational losses normally associated with rotating machine are absent, so relatively little power is lost when transforming power from one voltage level to another. Typical efficiencies are in the range 92 to 99%, the higher values applying to the larger power transformers.

The current flowing in the coil connected to the ac source is called the primary winding or simply the primary. It sets up the flux φ in the core, which varies periodically both in magnitude and direction. The flux links the second coil, called the secondary winding or simply secondary. The flux is changing; therefore, it induces a voltage in the secondary by electromagnetic induction in accordance with Lenz’s law. Thus the primary receives its power from the source while the secondary supplies this power to the load. This action is known as transformer action.

3. TRANSFORMER PRINCIPLES

When a sinusoidal voltage Vp is applied to the primary with the secondary open-circuited, there will be no energy transfer. The impressed voltage causes a small current Iθ to flow in the primary winding. This no-load current has two functions: (1) it produces the magnetic flux in the core, which varies sinusoidally between zero and φm, where φm is the maximum value of the core flux; and (2) it provides a component to account for the hysteresis and eddy current losses in the core. There combined losses are normally referred to as the core losses.

The no-load current Iθ is usually few percent of the rated full-load current of the transformer (about 2 to 5%). Since at no-load the primary winding acts as a large reactance due to the iron core, the no-load current will lag the primary voltage by nearly 90º. It is readily seen that the current component Im= I0sinθ0, called the magnetizing current, is 90º in phase behind the primary voltage VP. It is this component that sets up the flux in the core; φ is therefore in phase with Im.

The second component, Ie=I0sinθ0, is in phase with the primary voltage. It is the current component that supplies the core losses. The phasor sum of these two components represents the no-load current, or

I0 = Im+ Ie

It should be noted that the no-load current is distortes and nonsinusoidal. This is the result of the nonlinear behavior of the core material.

If it is assumed that there are no other losses in the transformer, the induced voltage In the primary, Ep and that in the secondary, Es can be shown. Since the magnetic flux set up by the primary winding,there will be an induced EMF E in the secondary winding in accordance with Faraday’s law, namely, E=NΔφ/Δt. This same flux also links the primary itself, inducing in it an EMF, Ep. As discussed earlier, the induced voltage must lag the flux by 90º, therefore, they are 180º out of phase with the applied voltage. Since no current flows in the secondary winding, Es=Vs. The no-load primary current I0 is small, a few percent of full-load current. Thus the voltage in the primary is small and Vp is nearly equal to Ep. The primary voltage and the resulting flux are sinusoidal; thus the induced quantities Ep and Es vary as a sine function. The average value of the induced voltage given by

Eavg = turns×

which is Faraday’s law applied to a finite time interval. It follows that

Eavg = N = 4fNφm

which N is the number of turns on the winding. Form ac circuit theory, the effective or root-mean-square (rms) voltage for a sine wave is 1.11 times the average voltage; thus

E = 4.44fNφm

Since the same flux links with the primary and secondary windings, the voltage per turn in each winding is the same. Hence

Ep = 4.44fNpφm

and

Es = 4.44fNsφm

where Ep and Es are the number of turn on the primary and secondary windings, respectively. The ratio of primary to secondary induced voltage is called the transformation ratio. Denoting this ratio by a, it is seen that

a = =

Assume that the output power of a transformer equals its input power, not a bad sumption in practice considering the high efficiencies. What we really are saying is that we are dealing with an ideal transformer; that is, it has no losses. Thus

Pm = Pout

or

VpIp × primary PF = VsIs × secondary PF

where PF is the power factor. For the above-stated assumption it means that the power factor on primary and secondary sides are equal; therefore

VpIp = VsIs

from which is obtained

= ≌ ≌ a

It shows that as an approximation the terminal voltage ratio equals the turns ratio. The primary and secondary current, on the other hand, are inversely related to the turns ratio. The turns ratio gives a measure of how much the secondary voltage is raised or lowered in relation to the primary voltage. To calculate the voltage regulation, we need more information.

The ratio of the terminal voltage varies somewhat depending on the load and its power factor. In practice, the transformation ratio is obtained from the nameplate data, which list the primary and secondary voltage under full-load condition.

When the secondary voltage Vs is reduced compared to the primary voltage, the transformation is said to be a step-down transformer: conversely, if this voltage is raised, it is called a step-up transformer. In a step-down transformer the transformation ratio a is greater than unity (a1.0), while for a step-up transformer it is smaller than unity (a1.0). In the event that a=1, the transformer secondary voltage equals the primary voltage. This is a special type of transformer used in instances where electrical isolation is required between the primary and secondary circuit while maintaining the same voltage level. Therefore, this transformer is generally knows as an isolation transformer.

As is apparent, it is the magnetic flux in the core that forms the connecting link between primary and secondary circuit. In section 4 it is shown how the primary winding current adjusts itself to the secondary load current when the transformer supplies a load.

Looking into the transformer terminals from the source, an impedance is seen which by definition equals Vp / Ip. From = ≌ ≌ a , we have Vp = aVs and Ip = Is/a.In terms of Vs and Is the ratio of Vp to Ip is

= =

But Vs / Is is the load impedance ZL thus we can say that

Zm (primary) = a2ZL

This equation tells us that when an impedance is connected to the secondary side, it appears from the source as an impedance having a magnitude that is a2 times its actual value. We say that the load impedance is reflected or referred to the primary. It is this property of transformers that is used in impedance-matching applications.

4. TRANSFORMERS UNDER LOAD

The primary and secondary voltages shown have similar polarities, as indicated by the “dot-making” convention. The dots near the upper ends of the windings have the same meaning as in circuit theory; the marked terminals have the same polarity. Thus when a load is connected to the secondary, the instantaneous load current is in the direction shown. In other words, the polarity markings signify that when positive current enters both windings at the marked terminals, the MMFs of the two windings add.

Since the secondary voltage depends on the core flux φ0, it must be clear that the flux should not change appreciably if Es is to remain essentially constant under normal loading conditions. With the load connected, a current Is will flow in the secondary circuit, because the induced EMF Es will act as a voltage source. The secondary current produces an MMF NsIs that creates a flux. This flux has such a direction that at any instant in time it opposes the main flux that created it in the first place. Of course, this is Lenz’s law in action. Thus the MMF represented by NsIs tends to reduce the core flux φ0. This means that the flux linking the primary winding reduces and consequently the primary induced voltage Ep, This reduction in induced voltage causes a greater difference between the impressed voltage and the counter induced EMF, thereby allowing more current to flow in the primary. The fact that primary current Ip increases means that the two conditions stated earlier are fulfilled: (1) the power input increases to match the power output, and (2) the primary MMF increases to offset the tendency of the secondary MMF to reduce the flux.

In general, it will be found that the transformer reacts almost instantaneously to keep the resultant core flux essentially constant. Moreover, the core flux φ0 drops very slightly between n o load and full load (about 1 to 3%), a necessary condition if Ep is to fall sufficiently to allow an increase in Ip.

On the primary side, Ip’ is the current that flows in the primary to balance the demagnetizing effect of Is. Its MMF NpIp’ sets up a flux linking the primary only. Since the core flux φ0 remains constant. I0 must be the same current that energizes the transformer at no load. The primary current Ip is therefore the sum of the current Ip’ and I0.

Because the no-load current is relatively small, it is correct to assume that the primary ampere-turns equal the secondary ampere-turns, since it is under this condition that the core flux is essentially constant. Thus we will assume that I0 is negligible, as it is only a small component of the full-load current.

When a current flows in the secondary winding, the resulting MMF (NsIs) creates a separate flux, apart from the flux φ0 produced by I0, which links the secondary winding only. This flux does no link with the primary winding and is therefore not a mutual flux.

In addition, the load current that flows through the primary winding creates a flux that links with the primary winding only; it is called the primary leakage flux. The secondary- leakage flux gives rise to an induced voltage that is not counter balanced by an equivalent induced voltage in the primary. Similarly, the voltage induced in the primary is not counterbalanced in the secondary winding. Consequently, these two induced voltages behave like voltage drops, generally called leakage reactance voltage drops. Furthermore, each winding has some resistance, which produces a resistive voltage drop. When taken into account, these additional voltage drops would complete the equivalent circuit diagram of a practical transformer. Note that the magnetizing branch is shown in this circuit, which for our purposes will be disregarded. This follows our earlier assumption that the no-load current is assumed negligible in our calculations. This is further justified in that it is rarely necessary to predict transformer performance to such accuracies. Since the voltage drops are all directly proportional to the load current, it means that at no-load conditions there will be no voltage drops in either winding.

中国银行vsis信用卡帐户余额为什么与实际余额不一样?

可用余额是可以使用的余额。账户余额是账户上的实际余额。如果您借记卡上的账户余额与可用余额不同,您就有未完成的业务。比如,如果在基金业务办理时间内没有操作基金申购,那么申购的资金将被暂时冻结,在下一个基金业务办理时间内完成此项业务。购买理财产品时,只有在期末才会把钱取走,募集期间才会冻结资金。以上业务均可撤销。如果您取消可用余额和帐户余额,它们将是相同的。另一种情况是司法冻结,部分余额冻结,可用余额是账户实际余额减去冻结余额。如果你把自己的钱存入信用卡,可用余额就是你的信用额度加上你的存款。账户余额是你自己的存款余额。

这可能是因为你企业账户里的200元不能随意使用。具体可以携带本人有效身份证件到银行柜台了解一下!如果账户里余额是500,而你的可用余额暂时只能是300!

我想知道所有的视频术语(video terms),请高人指教!

3d:three dimensional,三维

3ds(3d subsystem,三维子系统)

ae(atmospheric effects,雾化效果)

afr(alternate frame rendering,交替渲染技术)

anisotropic filtering(各向异性过滤)

appe(advanced packet parsing engine,增强形帧解析引擎)

av(analog video,模拟视频)

back buffer,后置缓冲

backface culling(隐面消除)

battle for eyeballs(眼球大战,各3d图形芯片公司为了争夺用户而作的竞争)

bilinear filtering(双线性过滤)

cem(cube environment mapping,立方环境映射)

cg(computer graphics,计算机生成图像)

clipping(剪贴纹理)

clock synthesizer,时钟合成器

compressed textures(压缩纹理)

concurrent command engine,协作命令引擎

center processing unit utilization,中央处理器占用率

dac(digital to analog converter,数模传换器)

decal(印花法,用于生成一些半透明效果,如:鲜血飞溅的场面)

dfp(digital flat panel,数字式平面显示器)

dfs: dynamic flat shading(动态平面描影),可用作加速

dithering(抖动)

directional light,方向性光源

dme: direct memory execute(直接内存执行)

dof(depth of field,多重境深)

dot texture blending(点型纹理混和)

double buffering(双缓冲区)

dir(direct rendering infrastructure,基层直接渲染)

dvi(digital video interface,数字视频接口)

dxr: dynamicxtended resolution(动态可扩展分辨率)

dxtc(direct x texture compress,directx纹理压缩,以s3tc为基础)

dynamic z-buffering(动态z轴缓冲区),显示物体远近,可用作远景

e-ddc(enhanced display data channel,增强形视频数据通道协议,定义了显示输出与主系统之间的通讯通道,能提高显示输出的画面质量)

edge anti-aliasing,边缘抗锯齿失真

e-edid(enhanced extended identification data,增强形扩充身份辨识数据,定义了电脑通讯视频主系统的数据格式)

execute buffers,执行缓冲区

environment mapped bump mapping(环境凹凸映射)

extended burst transactions,增强式突发处理

front buffer,前置缓冲

flat(平面描影)

frames rate is king(帧数为王)

fsaa(full scene anti-aliasing,全景抗锯齿)

fog(雾化效果)

flip double buffered(反转双缓存)

fog table quality(雾化表画质)

gart(graphic address remappng table,图形地址重绘表)

gouraud shading,高洛德描影,也称为内插法均匀涂色

gpu(graphics processing unit,图形处理器)

gtf(generalized timing formula,一般程序时间,定义了产生画面所需要的时间,包括了诸如画面刷新率等)

hal(hardware abstraction layer,硬件抽像化层)

hardware motion compensation(硬件运动补偿)

hdtv(high definition television,高清晰度电视)

hel: hardware emulation layer(硬件模拟层)

high triangle count(复杂三角形计数)

icd(installable client driver,可安装客户端驱动程序)

idct(inverse discrete cosine transform,非连续反余弦变换,geforce的dvd硬件强化技术)

immediate mode,直接模式

ippr: image processing and pattern recognition(图像处理和模式识别)

large textures(大型纹理)

lf(linear filtering,线性过滤,即双线性过滤)

lighting(光源)

lightmap(光线映射)

local peripheral bus(局域边缘总线)

mipmapping(mip映射)

modulate(调制混合)

motion compensation,动态补偿

motion blur(模糊移动)

mpps:million pixels per second,百万个像素/秒

multi-resolution mesh,多重分辨率组合

multi threaded bus master,多重主控

multitexture(多重纹理)

nerest mipmap(邻近mip映射,又叫点采样技术)

overdraw(透支,全景渲染造成的浪费)

partial texture downloads(并行纹理传输)

parallel processing perspective engine(平行透视处理器)

pc(perspective correction,透视纠正)

pgc(parallel graphics configuration,并行图像设置)

pixel(picture element,图像元素,又称p像素,屏幕上的像素点)

point light(一般点光源)

point sampling(点采样技术,又叫邻近mip映射)

precise pixel interpolation,精确像素插值

procedural textures(可编程纹理)

ramdac(random access memory digital to analog converter,随机存储器数/模转换器)

reflection mapping(反射贴图)

render(着色或渲染)

s端子(seperate)

s3(sight、sound、speed,视频、音频、速度)

s3tc(s3 texture compress,s3纹理压缩,仅支持s3显卡)

s3tl(s3 transformation lighting,s3多边形转换和光源处理)

screen buffer(屏幕缓冲)

sdtv(standard definition television,标准清晰度电视)

sem(spherical environment mapping,球形环境映射)

shading,描影

single pass multi-texturing,单通道多纹理

sli(scanline interleave,扫描线间插,3dfx的双voodoo 2配合技术)

smart filter(智能过滤)

soft shadows(柔和阴影)

soft reflections(柔和反射)

spot light(小型点光源)

sra(symmetric rendering architecture,对称渲染架构)

stencil buffers(模板缓冲)

stream processor(流线处理)

superscaler rendering,超标量渲染

tbfb(tile based frame buffer,碎片纹理帧缓存)

texel(t像素,纹理上的像素点)

texture fidelity(纹理真实性)

texture swapping(纹理交换)

tl(transform and lighting,多边形转换与光源处理)

t-buffer(t缓冲,3dfx voodoo4的特效,包括全景反锯齿full-scene anti-aliasing、动态模糊motion blur、焦点模糊depth of field blur、柔和阴影soft shadows、柔和反射soft reflections)

tca(twin cache architecture,双缓存结构)

transparency(透明状效果)

transformation(三角形转换)

trilinear filtering(三线性过滤)

texture modes,材质模式

tmipm: trilinear mip mapping(三次线性mip材质贴图)

uma(unified memory architecture,统一内存架构)

visualize geometry engine,可视化几何引擎

vertex lighting(顶点光源)

vertical interpolation(垂直调变)

vip(video interface port,视频接口)

virge: video and rendering graphics engine(视频描写图形引擎)

voxel(volume pixels,立体像素,novalogic的技术)

vqtc(vector-quantization texture compression,向量纹理压缩)

vsis(video signal standard,视频信号标准)

v-sync(同步刷新)

z buffer(z缓存)

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