Similarities between List of Sega arcade system boards and Rendering (computer graphics)
List of Sega arcade system boards and Rendering (computer graphics) have 46 things in common (in Unionpedia): Alpha compositing, Bump mapping, Central processing unit, Compact disc, Depth perception, Diffuse reflection, DirectX, Distance fog, DVD, Gouraud shading, Graphics pipeline, Graphics processing unit, Hidden surface determination, Mipmap, Motion blur, Multisample anti-aliasing, OpenGL, Parallax scrolling, Phong shading, Raster graphics, Rasterisation, Reflection mapping, Rendering (computer graphics), Scrolling, Shading, Shadow mapping, Side-scrolling video game, Spatial anti-aliasing, Specular highlight, Specular reflection, ..., Sprite (computer graphics), Texture filtering, Texture mapping, Tile-based video game, Tiled rendering, Transform, clipping, and lighting, Transparency (graphic), Transparency and translucency, Trilinear interpolation, Vector graphics, Video card, Z-buffering, 2D computer graphics, 3D computer graphics, 3D modeling, 3D rendering. Expand index (16 more) »
Alpha compositing
In computer graphics, alpha compositing is the process of combining an image with a background to create the appearance of partial or full transparency.
Alpha compositing and List of Sega arcade system boards · Alpha compositing and Rendering (computer graphics) ·
Bump mapping
Bump mapping is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object.
Bump mapping and List of Sega arcade system boards · Bump mapping and Rendering (computer graphics) ·
Central processing unit
A central processing unit (CPU) is the electronic circuitry within a computer that carries out the instructions of a computer program by performing the basic arithmetic, logical, control and input/output (I/O) operations specified by the instructions.
Central processing unit and List of Sega arcade system boards · Central processing unit and Rendering (computer graphics) ·
Compact disc
Compact disc (CD) is a digital optical disc data storage format that was co-developed by Philips and Sony and released in 1982.
Compact disc and List of Sega arcade system boards · Compact disc and Rendering (computer graphics) ·
Depth perception
Depth perception is the visual ability to perceive the world in three dimensions (3D) and the distance of an object.
Depth perception and List of Sega arcade system boards · Depth perception and Rendering (computer graphics) ·
Diffuse reflection
Diffuse reflection is the reflection of light or other waves or particles from a surface such that a ray incident on the surface is scattered at many angles rather than at just one angle as in the case of specular reflection.
Diffuse reflection and List of Sega arcade system boards · Diffuse reflection and Rendering (computer graphics) ·
DirectX
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms.
DirectX and List of Sega arcade system boards · DirectX and Rendering (computer graphics) ·
Distance fog
Distance fog is a technique used in 3D computer graphics to enhance the perception of distance by shading distant objects differently.
Distance fog and List of Sega arcade system boards · Distance fog and Rendering (computer graphics) ·
DVD
DVD (an abbreviation of "digital video disc" or "digital versatile disc") is a digital optical disc storage format invented and developed by Philips and Sony in 1995.
DVD and List of Sega arcade system boards · DVD and Rendering (computer graphics) ·
Gouraud shading
Gouraud shading, named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes.
Gouraud shading and List of Sega arcade system boards · Gouraud shading and Rendering (computer graphics) ·
Graphics pipeline
In computer graphics, a computer graphics pipeline, rendering pipeline or simply graphics pipeline, is a conceptual model that describes what steps a graphics system needs to perform to render a 3D scene to a 2D screen.
Graphics pipeline and List of Sega arcade system boards · Graphics pipeline and Rendering (computer graphics) ·
Graphics processing unit
A graphics processing unit (GPU) is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device.
Graphics processing unit and List of Sega arcade system boards · Graphics processing unit and Rendering (computer graphics) ·
Hidden surface determination
In 3D computer graphics, shown surface determination (also known as hidden surface removal (HSR), occlusion culling (OC) or visible surface determination (VSD)) is the process used to determine which surfaces and parts of surfaces are not visible from a certain viewpoint.
Hidden surface determination and List of Sega arcade system boards · Hidden surface determination and Rendering (computer graphics) ·
Mipmap
In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the same image.
List of Sega arcade system boards and Mipmap · Mipmap and Rendering (computer graphics) ·
Motion blur
Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation.
List of Sega arcade system boards and Motion blur · Motion blur and Rendering (computer graphics) ·
Multisample anti-aliasing
Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to improve image quality.
List of Sega arcade system boards and Multisample anti-aliasing · Multisample anti-aliasing and Rendering (computer graphics) ·
OpenGL
Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.
List of Sega arcade system boards and OpenGL · OpenGL and Rendering (computer graphics) ·
Parallax scrolling
Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene and adding to the sense of immersion in the virtual experience.
List of Sega arcade system boards and Parallax scrolling · Parallax scrolling and Rendering (computer graphics) ·
Phong shading
Phong shading refers to an interpolation technique for surface shading in 3D computer graphics.
List of Sega arcade system boards and Phong shading · Phong shading and Rendering (computer graphics) ·
Raster graphics
In computer graphics, a raster graphics or bitmap image is a dot matrix data structure that represents a generally rectangular grid of pixels (points of color), viewable via a monitor, paper, or other display medium.
List of Sega arcade system boards and Raster graphics · Raster graphics and Rendering (computer graphics) ·
Rasterisation
Rasterisation (or rasterization) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (pixels or dots) for output on a video display or printer, or for storage in a bitmap file format.
List of Sega arcade system boards and Rasterisation · Rasterisation and Rendering (computer graphics) ·
Reflection mapping
In computer graphics, environment mapping, or reflection mapping, is an efficient image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture image.
List of Sega arcade system boards and Reflection mapping · Reflection mapping and Rendering (computer graphics) ·
Rendering (computer graphics)
Rendering or image synthesis is the automatic process of generating a photorealistic or non-photorealistic image from a 2D or 3D model (or models in what collectively could be called a scene file) by means of computer programs.
List of Sega arcade system boards and Rendering (computer graphics) · Rendering (computer graphics) and Rendering (computer graphics) ·
Scrolling
In computer displays, filmmaking, television production, and other kinetic displays, scrolling is sliding text, images or video across a monitor or display, vertically or horizontally.
List of Sega arcade system boards and Scrolling · Rendering (computer graphics) and Scrolling ·
Shading
Shading refers to depicting depth perception in 3D models or illustrations by varying levels of darkness.
List of Sega arcade system boards and Shading · Rendering (computer graphics) and Shading ·
Shadow mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics.
List of Sega arcade system boards and Shadow mapping · Rendering (computer graphics) and Shadow mapping ·
Side-scrolling video game
A side-scrolling game, side-scroller or 2D is a video game in which the gameplay action is viewed from a side-view camera angle, and the onscreen characters can generally only move to the left or right.
List of Sega arcade system boards and Side-scrolling video game · Rendering (computer graphics) and Side-scrolling video game ·
Spatial anti-aliasing
In digital signal processing, spatial anti-aliasing is the technique of minimizing the distortion artifacts known as aliasing when representing a high-resolution image at a lower resolution.
List of Sega arcade system boards and Spatial anti-aliasing · Rendering (computer graphics) and Spatial anti-aliasing ·
Specular highlight
A specular highlight is the bright spot of light that appears on shiny objects when illuminated (for example, see image at right).
List of Sega arcade system boards and Specular highlight · Rendering (computer graphics) and Specular highlight ·
Specular reflection
Specular reflection, also known as regular reflection, is the mirror-like reflection of waves, such as light, from a surface.
List of Sega arcade system boards and Specular reflection · Rendering (computer graphics) and Specular reflection ·
Sprite (computer graphics)
In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene.
List of Sega arcade system boards and Sprite (computer graphics) · Rendering (computer graphics) and Sprite (computer graphics) ·
Texture filtering
In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (pixels of the texture).
List of Sega arcade system boards and Texture filtering · Rendering (computer graphics) and Texture filtering ·
Texture mapping
Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model.
List of Sega arcade system boards and Texture mapping · Rendering (computer graphics) and Texture mapping ·
Tile-based video game
A tile-based video game is a type of video or video game where the playing area consists of small square (or, much less often, rectangular, parallelogram, or hexagonal) graphic images referred to as tiles laid out in a grid.
List of Sega arcade system boards and Tile-based video game · Rendering (computer graphics) and Tile-based video game ·
Tiled rendering
Tiled rendering is the process of subdividing a computer graphics image by a regular grid in optical space and rendering each section of the grid, or tile, separately.
List of Sega arcade system boards and Tiled rendering · Rendering (computer graphics) and Tiled rendering ·
Transform, clipping, and lighting
Transform, clipping, and lighting (T&L or sometimes TCL) is a term used in computer graphics.
List of Sega arcade system boards and Transform, clipping, and lighting · Rendering (computer graphics) and Transform, clipping, and lighting ·
Transparency (graphic)
Transparency is possible in a number of graphics file formats.
List of Sega arcade system boards and Transparency (graphic) · Rendering (computer graphics) and Transparency (graphic) ·
Transparency and translucency
In the field of optics, transparency (also called pellucidity or diaphaneity) is the physical property of allowing light to pass through the material without being scattered.
List of Sega arcade system boards and Transparency and translucency · Rendering (computer graphics) and Transparency and translucency ·
Trilinear interpolation
Trilinear interpolation is a method of multivariate interpolation on a 3-dimensional regular grid.
List of Sega arcade system boards and Trilinear interpolation · Rendering (computer graphics) and Trilinear interpolation ·
Vector graphics
Vector graphics are computer graphics images that are defined in terms of 2D points, which are connected by lines and curves to form polygons and other shapes.
List of Sega arcade system boards and Vector graphics · Rendering (computer graphics) and Vector graphics ·
Video card
A video card (also called a display card, graphics card, display adapter or graphics adapter) is an expansion card which generates a feed of output images to a display (such as a computer monitor).
List of Sega arcade system boards and Video card · Rendering (computer graphics) and Video card ·
Z-buffering
In computer graphics, z-buffering, also known as depth buffering, is the management of image depth coordinates in 3D graphics, usually done in hardware, sometimes in software.
List of Sega arcade system boards and Z-buffering · Rendering (computer graphics) and Z-buffering ·
2D computer graphics
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them.
2D computer graphics and List of Sega arcade system boards · 2D computer graphics and Rendering (computer graphics) ·
3D computer graphics
3D computer graphics or three-dimensional computer graphics, (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images.
3D computer graphics and List of Sega arcade system boards · 3D computer graphics and Rendering (computer graphics) ·
3D modeling
In 3D computer graphics, 3D modeling (or three-dimensional modeling) is the process of developing a mathematical representation of any surface of an object (either inanimate or living) in three dimensions via specialized software.
3D modeling and List of Sega arcade system boards · 3D modeling and Rendering (computer graphics) ·
3D rendering
3D rendering is the 3D computer graphics process of automatically converting 3D wire frame models into 2D images on a computer.
3D rendering and List of Sega arcade system boards · 3D rendering and Rendering (computer graphics) ·
The list above answers the following questions
- What List of Sega arcade system boards and Rendering (computer graphics) have in common
- What are the similarities between List of Sega arcade system boards and Rendering (computer graphics)
List of Sega arcade system boards and Rendering (computer graphics) Comparison
List of Sega arcade system boards has 452 relations, while Rendering (computer graphics) has 148. As they have in common 46, the Jaccard index is 7.67% = 46 / (452 + 148).
References
This article shows the relationship between List of Sega arcade system boards and Rendering (computer graphics). To access each article from which the information was extracted, please visit: