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Direct3D

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Direct3D is a graphics application programming interface (API) for Microsoft Windows. [1]

146 relations: Advanced Micro Devices, Alpha compositing, AMD FireStream, ANGLE (software), Application programming interface, ARM architecture, Barycentric coordinate system, Bit field, Blend modes, Build (developer conference), Bump mapping, Clipping (computer graphics), Color depth, Company of Heroes, Comparison of OpenGL and Direct3D, Compiler, Component Object Model, Crysis, CUDA, Data buffer, Device driver, Direct2D, DirectDraw, DirectDraw Surface, DirectMusic, DirectWrite, DirectX, DirectX Graphics Infrastructure, DirectX Video Acceleration, Distance fog, Dynamic-link library, Emulator, Euclidean vector, Fahrenheit (graphics API), Floating-point arithmetic, Free software, GeForce 200 series, GeForce 256, General-purpose computing on graphics processing units, Geometry instancing, Geometry pipelines, Glide (API), Glossary of computer graphics, Graphics Device Interface, Graphics pipeline, Hardware abstraction, Hardware acceleration, Hellgate: London, Hidden surface determination, High-dynamic-range video, ..., High-Level Shading Language, Immediate mode (computer graphics), Intel, Intel HD, UHD and Iris Graphics, Lego Island, Lego Rock Raiders (video game), Mantle (API), Matrix (mathematics), Memory footprint, Memory pool, Mesh, Metal (API), Microsoft Silverlight, Microsoft Talisman, Microsoft Windows, Minimum bounding box, Mipmap, Monochrome, Multiple buffering, Multiple Render Targets, Nvidia, Nvision, OpenCL, OpenGL, Order-independent transparency, Page table, Paging, Particle system, Pentium III, Polygon mesh, PowerVR, Precomputed Radiance Transfer, Projection (mathematics), Radeon HD 2000 series, Radeon HD 4000 series, Reality Lab, Rendering (computer graphics), Retained mode, RGB color model, S3 Graphics, S3 Texture Compression, Scene graph, Shader, Silicon Graphics, Skeletal animation, Software development kit, Software release life cycle, Software rendering, Spatial anti-aliasing, Spline interpolation, Sprite (computer graphics), Stencil buffer, Stereoscopy, Stream processing, Streaming SIMD Extensions, Swap Chain, Tessellation (computer graphics), Texture mapping, Thread (computing), Tiled rendering, Tracing (software), Transform, clipping, and lighting, Unified shader model, Uniform memory access, Variable refresh rate, Vector graphics, Video card, Video overlay, Vulkan (API), WebGPU, WGL (API), WHQL Testing, Windows 10, Windows 7, Windows 8, Windows 8.1, Windows 95, Windows Advanced Rasterization Platform, Windows Aero, Windows Display Driver Model, Windows Embedded Compact, Windows Imaging Component, Windows Vista, Wine (software), Wolfgang Engel, X86, X87, Xbox, Xbox One, Z-buffering, Z-order curve, 16-bit, 2D computer graphics, 3D computer graphics, 3dfx Interactive, 3DNow!. Expand index (96 more) »

Advanced Micro Devices

Advanced Micro Devices, Inc. (AMD) is an American multinational semiconductor company based in Santa Clara, California, that develops computer processors and related technologies for business and consumer markets.

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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.

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AMD FireStream

AMD FireStream was AMD's brand name for their Radeon-based product line targeting stream processing and/or GPGPU in supercomputers.

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ANGLE (software)

ANGLE (Almost Native Graphics Layer Engine) is an open source, BSD-licensed graphics engine abstraction layer developed by Google.

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Application programming interface

In computer programming, an application programming interface (API) is a set of subroutine definitions, protocols, and tools for building software.

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ARM architecture

ARM, previously Advanced RISC Machine, originally Acorn RISC Machine, is a family of reduced instruction set computing (RISC) architectures for computer processors, configured for various environments.

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Barycentric coordinate system

In geometry, the barycentric coordinate system is a coordinate system in which the location of a point of a simplex (a triangle, tetrahedron, etc.) is specified as the center of mass, or barycenter, of usually unequal masses placed at its vertices.

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Bit field

A bit field is a data structure used in computer programming.

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Blend modes

Blend modes (or Mixing modes) in digital image editing and computer graphics are used to determine how two layers are blended into each other.

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Build (developer conference)

Microsoft Build (often stylised as) is an annual conference event held by Microsoft, aimed towards software engineers and web developers using Windows, Windows Phone, Microsoft Azure and other Microsoft technologies.

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Bump mapping

Bump mapping is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object.

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Clipping (computer graphics)

Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest.

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Color depth

Color depth or colour depth (see spelling differences), also known as bit depth, is either the number of bits used to indicate the color of a single pixel, in a bitmapped image or video frame buffer, or the number of bits used for each color component of a single pixel.

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Company of Heroes

Company of Heroes is a 2006 real-time strategy video game developed by Relic Entertainment and published by THQ for the Microsoft Windows and macOS operating systems.

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Comparison of OpenGL and Direct3D

Direct3D and OpenGL are competing application programming interfaces (APIs) which can be used in applications to render 2D and 3D computer graphics.

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Compiler

A compiler is computer software that transforms computer code written in one programming language (the source language) into another programming language (the target language).

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Component Object Model

Component Object Model (COM) is a binary-interface standard for software components introduced by Microsoft in 1993.

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Crysis

Crysis is a first-person shooter video game series developed by German developer Crytek and published by Electronic Arts.

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CUDA

CUDA is a parallel computing platform and application programming interface (API) model created by Nvidia.

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Data buffer

In computer science, a data buffer (or just buffer) is a region of a physical memory storage used to temporarily store data while it is being moved from one place to another.

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Device driver

In computing, a device driver is a computer program that operates or controls a particular type of device that is attached to a computer.

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Direct2D

Direct2D is a 2D vector graphics application programming interface (API) designed by Microsoft and implemented in Windows 10, Windows 8, Windows 7 and Windows Server 2008 R2, and also Windows Vista and Windows Server 2008 (with Platform Update installed).

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DirectDraw

DirectDraw is a deprecated API that used to be a part of Microsoft's DirectX API.

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DirectDraw Surface

The DirectDraw Surface container file format (uses the filename extension DDS), is a Microsoft format for storing data compressed with the proprietary S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs.

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DirectMusic

DirectMusic is a deprecated component of the Microsoft DirectX API that allows music and sound effects to be composed and played and provides flexible interactive control over the way they are played.

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DirectWrite

DirectWrite is a text layout and glyph rendering API by Microsoft.

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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.

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DirectX Graphics Infrastructure

DirectX Graphics Infrastructure (DXGI) is a user-mode component of Windows Vista and above which provides a mapping between particular graphics APIs such as Direct3D 10.0 and above (known in DXGI parlance as producers) and the graphics kernel, which in turn interfaces with the user-mode Windows Display Driver Model driver.

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DirectX Video Acceleration

DirectX Video Acceleration (DXVA) is a Microsoft API specification for the Microsoft Windows and Xbox 360 platforms that allows video decoding to be hardware accelerated.

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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.

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Dynamic-link library

Dynamic-link library (or DLL) is Microsoft's implementation of the shared library concept in the Microsoft Windows and OS/2 operating systems.

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Emulator

In computing, an emulator is hardware or software that enables one computer system (called the host) to behave like another computer system (called the guest).

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Euclidean vector

In mathematics, physics, and engineering, a Euclidean vector (sometimes called a geometric or spatial vector, or—as here—simply a vector) is a geometric object that has magnitude (or length) and direction.

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Fahrenheit (graphics API)

Fahrenheit was an effort to create a unified high-level API for 3D computer graphics to unify Direct3D and OpenGL.

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Floating-point arithmetic

In computing, floating-point arithmetic is arithmetic using formulaic representation of real numbers as an approximation so as to support a trade-off between range and precision.

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Free software

Free software or libre software is computer software distributed under terms that allow users to run the software for any purpose as well as to study, change, and distribute it and any adapted versions.

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GeForce 200 series

The GeForce 200 Series is a series of Tesla-based GeForce graphics processing units developed by Nvidia.

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GeForce 256

The GeForce 256 is the original release in Nvidia's "GeForce" product-line.

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General-purpose computing on graphics processing units

General-purpose computing on graphics processing units (GPGPU, rarely GPGP) is the use of a graphics processing unit (GPU), which typically handles computation only for computer graphics, to perform computation in applications traditionally handled by the central processing unit (CPU).

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Geometry instancing

In real-time computer graphics, geometry instancing is the practice of rendering multiple copies of the same mesh in a scene at once.

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Geometry pipelines

Geometric manipulation of modeling primitives, such as that performed by a geometry pipeline, is the first stage in computer graphics systems which perform image generation based on geometric models.

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Glide (API)

Glide is a 3D graphics API developed by 3dfx Interactive for their Voodoo Graphics 3D accelerator cards.

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Glossary of computer graphics

This is a glossary of terms relating computer graphics.

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Graphics Device Interface

The Graphics Device Interface (GDI) is a Microsoft Windows application programming interface and core operating system component responsible for representing graphical objects and transmitting them to output devices such as monitors and printers.

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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.

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Hardware abstraction

Hardware abstractions are sets of routines in software that emulate some platform-specific details, giving programs direct access to the hardware resources.

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Hardware acceleration

In computing, hardware acceleration is the use of computer hardware to perform some functions more efficiently than is possible in software running on a more general-purpose CPU.

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Hellgate: London

Hellgate: London is a dark fantasy themed action role-playing game originally developed by Flagship Studios, released on October 31, 2007.

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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.

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High-dynamic-range video

High-dynamic-range video (HDR video) describes video having a dynamic range greater than that of standard-dynamic-range video (SDR video), which uses a conventional gamma curve.

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High-Level Shading Language

The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.

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Immediate mode (computer graphics)

Immediate mode rendering is a style for application programming interfaces of graphics libraries, in which client calls directly cause rendering of graphics objects to the display, or in which the data to describe rendering primitives is inserted frame by frame directly into a command list (in the case of), without the use of extensive indirection to retained resources.

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Intel

Intel Corporation (stylized as intel) is an American multinational corporation and technology company headquartered in Santa Clara, California, in the Silicon Valley.

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Intel HD, UHD and Iris Graphics

Intel HD Graphics is a series of integrated graphics processors (IGPs) introduced by Intel in 2010 that are manufactured on the same package or die as the central processing unit (CPU).

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Lego Island

Lego Island is a Lego-themed action-adventure video game developed and published by Mindscape, and released for Microsoft Windows, worldwide, on September 26, 1997.

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Lego Rock Raiders (video game)

Lego Rock Raiders is a video game developed by Data Design Interactive and published by Lego Media for Microsoft Windows and PlayStation.

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Mantle (API)

Mantle is a low-overhead rendering API targeted at 3D video games.

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Matrix (mathematics)

In mathematics, a matrix (plural: matrices) is a rectangular array of numbers, symbols, or expressions, arranged in rows and columns.

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Memory footprint

Memory footprint refers to the amount of main memory that a program uses or references while running.

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Memory pool

Memory pools, also called fixed-size blocks allocation, is the use of pools for memory management that allows dynamic memory allocation comparable to malloc or C++'s operator new.

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Mesh

A mesh is a barrier made of connected strands of metal, fiber, or other flexible or ductile materials.

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Metal (API)

Metal is a low-level, low-overhead hardware-accelerated 3D graphic and compute shader application programming interface (API) developed by Apple Inc., and which debuted in iOS 8.

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Microsoft Silverlight

Microsoft Silverlight (or simply Silverlight) is a deprecated application framework for writing and running rich Internet applications, similar to Adobe Flash.

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Microsoft Talisman

Talisman was a Microsoft project to build a new 3D graphics architecture based on quickly compositing 2D "sub-images" onto the screen, an adaptation of tiled rendering.

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Microsoft Windows

Microsoft Windows is a group of several graphical operating system families, all of which are developed, marketed, and sold by Microsoft.

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Minimum bounding box

In geometry, the minimum or smallest bounding or enclosing box for a point set (S) in N dimensions is the box with the smallest measure (area, volume, or hypervolume in higher dimensions) within which all the points lie.

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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.

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Monochrome

Monochrome describes paintings, drawings, design, or photographs in one color or values of one color.

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Multiple buffering

In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data, rather than a partially updated version of the data being created by a "writer".

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Multiple Render Targets

In the field of 3D computer graphics, Multiple Render Targets, or MRT, is a feature of modern graphics processing units (GPUs) that allows the programmable rendering pipeline to render images to multiple render target textures at once.

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Nvidia

Nvidia Corporation (most commonly referred to as Nvidia, stylized as NVIDIA, or (due to their logo) nVIDIA) is an American technology company incorporated in Delaware and based in Santa Clara, California.

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Nvision

Nvision, stylized as NVISION, is a stand-alone event organized by NVIDIA to promote visual computing among enthusiasts and journalists.

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OpenCL

OpenCL (Open Computing Language) is a framework for writing programs that execute across heterogeneous platforms consisting of central processing units (CPUs), graphics processing units (GPUs), digital signal processors (DSPs), field-programmable gate arrays (FPGAs) and other processors or hardware accelerators.

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OpenGL

Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.

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Order-independent transparency

Order-independent transparency (OIT) is a class of techniques in rasterisational computer graphics for rendering transparency in a 3D scene, which do not require rendering geometry in sorted order for alpha compositing.

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Page table

A page table is the data structure used by a virtual memory system in a computer operating system to store the mapping between virtual addresses and physical addresses.

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Paging

In computer operating systems, paging is a memory management scheme by which a computer stores and retrieves data from secondary storage for use in main memory.

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Particle system

A particle system is a technique in game physics, motion graphics, and computer graphics that uses a large number of very small sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques - usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions.

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Pentium III

The Pentium III (marketed as Intel Pentium III Processor, informally PIII) brand refers to Intel's 32-bit x86 desktop and mobile microprocessors based on the sixth-generation P6 microarchitecture introduced on February 26, 1999.

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Polygon mesh

A polygon mesh is a collection of, s and s that defines the shape of a polyhedral object in 3D computer graphics and solid modeling.

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PowerVR

PowerVR is a division of Imagination Technologies (formerly VideoLogic) that develops hardware and software for 2D and 3D rendering, and for video encoding, decoding, associated image processing and DirectX, OpenGL ES, OpenVG, and OpenCL acceleration.

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Precomputed Radiance Transfer

Precomputed Radiance Transfer (PRT) is a computer graphics technique used to render a scene in real time with complex light interactions being precomputed to save time.

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Projection (mathematics)

In mathematics, a projection is a mapping of a set (or other mathematical structure) into a subset (or sub-structure), which is equal to its square for mapping composition (or, in other words, which is idempotent).

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Radeon HD 2000 series

The graphics processing unit (GPU) codenamed Radeon R600 is the foundation of the Radeon HD 2000 series and the FireGL 2007 series video cards developed by ATI Technologies.

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Radeon HD 4000 series

The Radeon R700 is the engineering codename for a graphics processing unit series developed by Advanced Micro Devices under the ATI brand name.

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Reality Lab

Reality Lab was a 3D computer graphics API created by RenderMorphics to provide a standardized interface for writing games.

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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.

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Retained mode

In computing, retained mode rendering is a style for application programming interfaces of graphics libraries, in which the libraries retain a complete model of the objects to be rendered.

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RGB color model

The RGB color model is an additive color model in which red, green and blue light are added together in various ways to reproduce a broad array of colors.

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S3 Graphics

S3 Graphics, Ltd (commonly referred to as S3) is an American computer graphics company.

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S3 Texture Compression

S3 Texture Compression (S3TC) (sometimes also called DXTn or DXTC) is a group of related lossy texture compression algorithms originally developed by Iourcha et al.

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Scene graph

A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games, which arranges the logical and often spatial representation of a graphical scene.

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Shader

In computer graphics, a shader is a type of computer program that was originally used for shading (the production of appropriate levels of light, darkness, and color within an image) but which now performs a variety of specialized functions in various fields of computer graphics special effects or does video post-processing unrelated to shading, or even functions unrelated to graphics at all.

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Silicon Graphics

Silicon Graphics, Inc. (later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and software.

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Skeletal animation

Skeletal animation is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the skeleton or rig) used to animate (pose and keyframe) the mesh.

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Software development kit

A software development kit (SDK or devkit) is typically a set of software development tools that allows the creation of applications for a certain software package, software framework, hardware platform, computer system, video game console, operating system, or similar development platform.

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Software release life cycle

A software release life cycle is the sum of the stages of development and maturity for a piece of computer software: ranging from its initial development to its eventual release, and including updated versions of the released version to help improve software or fix software bugs still present in the software.

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Software rendering

Software rendering is the process of generating an image from a model by means of computer software.

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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.

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Spline interpolation

In the mathematical field of numerical analysis, Spline interpolation is a form of interpolation where the interpolant is a special type of piecewise polynomial called a spline.

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Sprite (computer graphics)

In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene.

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Stencil buffer

A stencil buffer is an extra data buffer, in addition to the color buffer and depth buffer, found on modern graphics hardware.

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Stereoscopy

Stereoscopy (also called stereoscopics, or stereo imaging) is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision.

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Stream processing

Stream processing is a computer programming paradigm, equivalent to dataflow programming, event stream processing, and reactive programming, that allows some applications to more easily exploit a limited form of parallel processing.

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Streaming SIMD Extensions

In computing, Streaming SIMD Extensions (SSE) is an SIMD instruction set extension to the x86 architecture, designed by Intel and introduced in 1999 in their Pentium III series of processors shortly after the appearance of AMD's 3DNow!.

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Swap Chain

In computer graphics, a swap chain is a series of virtual framebuffers utilized by the graphics card and graphics API for frame rate stabilization and several other functions.

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Tessellation (computer graphics)

In computer graphics, tessellation is used to manage datasets of polygons (sometimes called vertex sets) presenting objects in a scene and divide them into suitable structures for rendering.

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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.

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Thread (computing)

In computer science, a thread of execution is the smallest sequence of programmed instructions that can be managed independently by a scheduler, which is typically a part of the operating system.

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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.

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Tracing (software)

In software engineering, tracing involves a specialized use of logging to record information about a program's execution.

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Transform, clipping, and lighting

Transform, clipping, and lighting (T&L or sometimes TCL) is a term used in computer graphics.

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Unified shader model

In the field of 3D computer graphics, the Unified Shader Model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.

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Uniform memory access

Uniform memory access (UMA) is a shared memory architecture used in parallel computers.

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Variable refresh rate

A variable refresh rate (VRR) is the general term for a dynamic display refresh rate that can continuously and seamlessly vary on the fly, on displays that support variable refresh rate technologies.

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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.

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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).

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Video overlay

Video overlay is any technique used to display a video window on a computer display while bypassing the chain of CPU to graphics card to computer monitor.

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Vulkan (API)

Vulkan is a low-overhead, cross-platform 3D graphics and compute API.

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WebGPU

WebGPU is a draft proposal for a new open source graphics API standard for the World Wide Web.

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WGL (API)

WGL or Wiggle is an API between OpenGL and the windowing system interface of Windows.

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WHQL Testing

Windows Hardware Quality Labs testing or WHQL Testing is Microsoft's testing process which involves running a series of tests on third-party hardware or software, and then submitting the log files from these tests to Microsoft for review.

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Windows 10

Windows 10 (codenamed Redstone, formerly Threshold) is a personal computer operating system developed and released by Microsoft, as part of the Windows NT family of operating systems.

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Windows 7

Windows 7 (codenamed Vienna, formerly Blackcomb) is a personal computer operating system developed by Microsoft.

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Windows 8

Windows 8 is a personal computer operating system developed by Microsoft as part of the Windows NT family of operating systems.

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Windows 8.1

Windows 8.1 (codenamed Blue) is a computer operating system released by Microsoft.

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Windows 95

Windows 95 (codenamed Chicago) is a consumer-oriented operating system developed by Microsoft.

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Windows Advanced Rasterization Platform

Windows Advanced Rasterization Platform (WARP) is a software rasterizer and a component of DirectX graphics runtime in Windows 7 and later.

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Windows Aero

Windows Aero (a backronym for Authentic, Energetic, Reflective, and Open), also known as Aero Peek, is a design language introduced in the Windows Vista operating system.

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Windows Display Driver Model

Windows Display Driver Model (WDDM) is the graphic driver architecture for video card drivers running Microsoft Windows versions beginning with Windows Vista.

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Windows Embedded Compact

Windows Embedded Compact, formerly Windows Embedded CE and Windows CE, is an operating system subfamily developed by Microsoft as part of its Windows Embedded family of products.* Unlike Windows Embedded Standard, which is based on Windows NT, Windows Embedded Compact uses a different hybrid kernel.

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Windows Imaging Component

Windows Imaging Component (WIC) is a Component Object Model based imaging codec framework introduced in Windows Vista (and later available in Windows XP Service Pack 3) for working with and processing digital images and image metadata.

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Windows Vista

Windows Vista (codenamed Longhorn) is an operating system by Microsoft for use on personal computers, including home and business desktops, laptops, tablet PCs and media center PCs.

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Wine (software)

Wine (recursive backronym for Wine Is Not an Emulator) is a free and open-source compatibility layer that aims to allow computer programs (application software and computer games) developed for Microsoft Windows to run on Unix-like operating systems.

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Wolfgang Engel

Wolfgang Engel is a videogame designer.

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X86

x86 is a family of backward-compatible instruction set architectures based on the Intel 8086 CPU and its Intel 8088 variant.

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X87

x87 is a floating point-related subset of the x86 architecture instruction set.

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Xbox

Xbox is a video gaming brand created and owned by Microsoft.

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Xbox One

Xbox One is a line of eighth generation home video game consoles developed by Microsoft.

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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.

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Z-order curve

In mathematical analysis and computer science, functions which are Z-order, Lebesgue curve, Morton order or Morton code map multidimensional data to one dimension while preserving locality of the data points.

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16-bit

16-bit microcomputers are computers in which 16-bit microprocessors were the norm.

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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.

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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.

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3dfx Interactive

3dfx Interactive was a company headquartered in San Jose, California, founded in 1994, that specialized in the manufacturing of 3D graphics processing units, and later, graphics cards.

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3DNow!

3DNow! is an extension to the x86 instruction set developed by Advanced Micro Devices (AMD).

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References

[1] https://en.wikipedia.org/wiki/Direct3D

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