3D professional noun explanation [Collection]

xiaoxiao2021-03-06  23

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3D API (3D Application Interface)

Application Programming Interface (API) Application interface is a large collection of many programs. The 3D API allows programmers to design the 3D software to call the procedures in its API, allowing the API automatic and hardware drivers to communicate, start the powerful 3D graphics processing function in the 3D chip, thus significantly increase the 3D program Design efficiency. Almost all 3D acceleration chips have their own 3D API, and the 3D API currently applied 3D API has DirectX, OpenGL, GLIDE, HEIDI, etc.

Direct 3D

Microsoft has developed API developed by PC in 1996, with Windows 95, Windows NT, and Power Mac operating system compatibility, and bypassing the top floor operation of various hardware supporting the API in the graphic display interface (GDI), it is greatly improved. The speed of the game is run, and it is basically free to use. DirectX is more troublesome due to compatibility with all aspects, and DirectX is more troublesome. It is not seen in the implementation efficiency, and the effect is generally in the application of the actual 3DS max, but the display error will be accelerated quickly.

OpenGL (open graphics interface)

It is a standard application interface for complex 3D graphic design developed by the Iris GL developed by SGI. It is characterized by porting between different platforms; you can work in parallel in the client / server system. The efficiency is much higher than Direct 3D, so the 3D API of the 3D gaming developers preferred. However, in this way, many beautiful 3D games only support 3DFX's Voodoo series 3D acceleration cards, while other types of 3D acceleration cards wait for their manufacturers to provide patch. Since the OpenGL library provided by the 3D accelerator card for the game is incomplete, there will be a display error in 3ds max, but it is more than Direct 3D!

HEIDI

Also known as Quick Draw 3D, is a specification from Autodesk. It uses a pure immediate mode interface to control the graphics hardware directly; you can call all the hardware acceleration functions of all display cards. Currently, applications with HEIDI systems include 3D Studio Max animation creations, Auto Cad and 3D Studio Viz. Autodesk has developed a WHIP acceleration driver for these software, so excellent performance is very obvious!

Glide

It is a 3D API for the VOODOO series developed by 3DFX. It is a program interface that is widely used in the first PC game field, and its maximum feature is easy to use and stabilize. With the rise of D3D and OpenGL, it has gradually lost its original position.

PowerSGL

It is a program interface for NEC PowerVR Series Chip.

3D Features:

Alpha beding (α mix)

Simply say this is a technique that makes 3D objects to generate transparent sense. 3D objects displayed on the screen, there are red, green, and blue in each pixel. If the 3D environment allows the pixel can have a set of α values, we call it a α channel. The content of the α value is the transparency of the pixel. This makes each item can have different transparency. For example, the glass will have a high transparency, and a piece of wood may have no transparency. α mixing this function, which is to handle two objects overlay on the screen screen, and the α value will be included in consideration, which will presen an effect close to the real object.

FOG Effect (atomization)

The atomization effect is a relatively common characteristic of 3D, and the smoke, explosive flame and white clouds seemed in the game are the result of atomization. Its function is to make a designated area to cover the effect in a smoke diffuse, which ensures the authenticity of the vision, and also reduces the rendering workload of 3D graphics. Attenuation (attenuation)

In the real world, the intensity of the light will be decremented with the increase of distance. This is because of the diffraction effect of microparticles in the air, and in 3D Studio Max, the scene is in the ideal "vacuum", theoretically no such phenomenon. However, this phenomenon does not match the real world, so in order to achieve the simulated real effect, add this option in the lights to produce this effect!

Perspective Correction (perspective angle correction)

It is a mode of mathematical operation to ensure a partial image map attached to the object, and will post the correct convergence direction to the perspective direction.

Anti-aliasing (anti-aliasing treatment)

Simply, it is mainly to apply toning technology to ease the "sawtooth" of the edge of the graphic, and the edge is smoother. Anti-aliasing is relatively complicated technology, has always been a major feature of the high-end acceleration card. The current low-grade 3D accelerator card does not support anti-aliasing.

Adaptive Degradation (Show moderate downgrade)

When processing complex scenes, when the user adjusts the camera, because there is too much to calculate the excessive object, the entire dynamic display process cannot be smooth, affecting the display speed. In order to avoid this phenomenon, when opening Adaptive Degradation in 3D Studio Max, the system automatically displays the objects in the scene in a simplified manner, of course, if you use 2-30 professional graphics cards Don't use it at all!

Z-buffer (Z cache)

Z-buffering is a technique that performs "hidden face elimination" when coloring is colored, so that the part behind the hidden object will not be displayed.

A set of data data is used in each pixel in the 3D environment to define the vertical depth (ie the z-axis seat value) when the pixel is displayed. The higher the number of bits used in z buffer, the more accurate the objects provided by the item provided by the display card. The current 3D acceleration card generally supports 16-bit Z Buffer, and some new advanced cards have been supported to 32-bit Z Buffers. For a more complex 3D model containing many objects, there are more bits to express depth, and 3D Studio Max supports 64-bit Z-Buffers.

W-buffer (w cache)

Similar to the z-buffer, but higher precision, smaller scope, and more detailed object positions.

G-Buffer (g cache)

G-Buffering is a coloring technology of an object mask that can be used in image filtration and layer events in Video POST. Users can get a dedicated image channel by marking object ID or material ID!

A-Buffer (a cache)

Using super sampling methods to solve the zigzag problem. The specific method is to use multiple rendering scenes and make each rendered image position slightly move, and after the entire rendering process is over, all images are stacked, because each image is different, it can fill it The gap between the image. This effect supports a special effect such as deep area, soft light, motion blur. Since this method is too high, it is limited to high-end graphics workstations.

T-buffer (t cache)

The effect of 3DFX is similar to the A cache, but the operation is greatly simplified. Support all-scenes anti-aliasing, motion blur, fuzzy, soft light and reflection effect.

Double buffering (Double buffer processing)

Most of the 3D acceleration cards that support OpenGL will provide two sets of graphic screen information. These two sets of graphic screen information are typically look at "front cache" and "background cache". The display card is stored in the displayed picture that is being displayed, while the next picture is already in the "background cache". The display card will then display two cache interchanges, "Background Cache" screen will appear, and also painted in "front cache", which forms a complementary work mode is constantly performed. A very fast speed responds to the change in the picture. IK (reverse movement)

Inverse Kinematics (IK) reverse motion is a physical movement of the resulting information to its child object using the displacement and motion direction of the calculation of the parent.

KINEMATIC Chain (forward link sports)

KINEMATIC CHAIN ​​forward link motion is to define a single layer branch that moves the subjective under its branch to the link point along the parent object.

NURBS

Non-Uniform Rational B-SPLINES (NURBS) is an interactive 3D model curve & surface technology. Now NURBS is already the standard of the 3D modeling industry.

Mapping:

Texture mapping (texture map)

The most attention in object coloring is also the most important method, and it is also used for current game software. A planar image (which can be a digitized image, small icon or point mapping) is attached to the polygon. For example, in the development of racing games, this technique can be used to draw tire tread and body dress.

MIP MAPPING (MIP map)

This material texture is based on different types of material patterns in accordance with different precision requirements. For example, when the object is close to the user, the program will put a fine, high-definition material pattern in the surface of the object, so that the object exhibits a higher layer, more real effect; and when the object is far from the user, the program It will be attached to a material pattern than simple, low-definition, and then enhance the overall efficiency of graphics processing. LOD (detail level) is a standard for coordinating the relationship between texture pixels and practical pixels. Generally used in low, low graphics cards.

Bump mapping (concave map)

This is a technique that simulates a rough outer surface in a 3D scene. Save the depth changes into a map, and then the 3D model is used to standard hybrid map processing, that is, a surface effect having an unevenness can be obtained. Generally, this effect is only high-end display card support. (Note: GeForce256 supports only display and calculating this effect, not generating effects)

Video Texture Mapping (Video Pasket)

This is the best material map effect. The graphic image acceleration card having such a function is manipulated with a high-speed image processing, and a continuous image (possibly an instant operation or file from one AVI or MPEG) is processed by a material method, and then attached to the surface of the 3D object. .

Texture Map Interpolation (Material Image Filtration)

When the material is attached to a 3D model displayed in the screen, the material processor must determine which pixel is attached to which pixel is attached. Since the material is 2D picture, the model is 3D object, so the range of usual stages and the pixel range will not be the same. At this point, you should solve this pixel map problem, you have to solve it in the way of interpolation processing. This process is divided into three types: "near neighbor sample", "double line filtration", "three-wire filtration", and "anisotropic filtration".

1.nearest neighbor (near neighbor sample)

It is also called Point Sampling (point-sampled), which is a more simple material image interpolation. The pattern containing the pixel is used to map. In other words, it is the most pixel that accounts for the most. This processing method is often used in early 3D game development because the speed is developed, but the quality of the material is poor.

2. Bilinear Interpolation This is a good way of processing of material image interpolation, first identifying four elements closest to pixels, and then doing differential effects between them, final result It will be attached to the location of the pixel, which will not see the "mosaic" phenomenon. This treatment is more suitable for static images with a depth of field, but it is impossible to provide the best quality. Its biggest problem is that when the three-dimensional object becomes very small, a refinement is called Depth AliaSing Artifacts, nor is also suitable for the moving objects.

3.Trilinear Interpolation (Three-line filtering)

This is a more complex material image interpolation processing, which uses considerable material images, and each size is just a quarter of another. For example, there is a material image of 512 × 512 composers. The second will be 256 × 256 composers, the third will be 128 × 128 chambers, etc., the smallest one is 1 × 1 . With these multiple resolution of material images, high-quality map effects can be provided when encountering a large scene of a wide range of scenes (such as flight simulation). A "double line filter" requires three mixing, and "three-wire filtration" has to be seven mixed, so each pixel requires more 21/3 times more calculation time. Two times large memory clock bandwidth is also required. However, "three-wire filtration" can provide the highest texture quality and will remove the "flashing" effect of the material. For scene applications that require dynamic objects or depths, only "three-wire filtration" can provide acceptable material quality.

4.aniSotropic Interpolation (Anisotropic filtering)

It takes 8 or more pixels to be treated in sampling, and the quality is best.

2-Sided (double-sided)

During coloring rendering, since the object is generally partially facing the camera, in order to speed up the rendering speed, the details of the inside of the object are often ignored. Of course, this does not affect the final rendering result; however, if the object is transparent, the defect will be exposed, so after selecting the double-sided, the program will automatically opposite the object normal (ie, the inside of the object) Also calculated, eventually get a complete image.

Material ID (Material Logo)

By defining the object (or a child) material identification code, the subjective map or additional special effects is realized. It is important that some non-line video editing software also supports material identification codes.

Shading:

Most 3D objects are made up of polygon, which must be displayed in a wire frame in a Wire Frame. These coloring methods are worse, and it is mainly divided into flad shading, gouraud shading, phone shading, scanline renderer, ray-traced.

Flat shading (flat coloring)

Also known as "constant coloring", flat coloring is the fastest coloring method, each polygon is specified, a single and no change in color. Although this method will produce an untrustworthy effect, it is ideal for rapid imaging and other applications where the speed is competent, such as generating a preview animation.

Gouraud Shading (Gaolide Coloring / High Color)

This effect is much better, and it is also the most widely coloring method in the game. It can smooth and fuse the color of the vertices of the 3D model, and assign each point on each polygon to a set of color adjustment, and the multilateral shape is more smooth, which makes its appearance more intense. Real-time sense and three-dimensional dynamic, but its coloring speed is much slower than the plane.

Phone Shading First, find each polygonal vertex, then calculate the light-shaded value of the pixel between the vertices according to the interpolation method, then use the linear interpolation processing to calculate all other pixel high color When sampling calculates, only the light and shadow effects of each polygonal vertex, and complement color coloring will calculate all points.

Scanline Renderer (Scan line coloring)

This is the default rendering method of 3ds max. It is a coloring method based on a set of continuous horizontal lines, since it is rapidly rendering, it is generally used in preview scenes.

Ray-traced (light tracking coloring)

Light tracking is true, according to the physical illumination light, the coloring algorithm of the real value of each pixel is finally reflected back to the camera, because it calculates accurate, the resulting image effect is excellent, so the production CG must use this option.

Radiosity (radiation coloring)

This is a special effect similar to light tracking. It calculates the light and shadow effect of the entire path of the light source by developing the source of the light in the scene and according to the position and reflection of the object. On this line, the light is affected by the interaction of different objects, such as reflection, absorption, refraction, etc. are calculated.

other:

VOXELS (3D pixels)

The three-dimensional pixel is a pixel based on volume concept. The usual common pixel requires only two coordinates of x, y axis to locate it in space. It also needs to add an additional z-axis coordinate, which is equivalent to a very small cube in space. Since it itself, there are many details that can be described separately, so they can generate objects directly. However, this technique is not extensive, because its calculation is quite large, but the effect is quite ideal.

POLYGON (polygon)

Polygon is a closed graphic constructed by many line segments, wherein the point constructed in each of the two line segments is referred to as Vertices. A lot of polygons are combined together constitute a wide variety of three-dimensional objects, the more the quantity is detailed.

Alpha Channel (Alpha Channel)

Based on the 24-bit true color, an 8-bit Alpha value is applied to describe the transparency of the object.

Dithering (jitter display)

It is a way to deceive your eyes, using limited color, let you see more color than the actual image. By adding different colors in adjacent pixels, it is usually used in such a case where there is less color.

MMX instruction set

The MMX instruction set is essentially a SIMD data processing (single instruction stream, multi-data stream). Developed by Intel, it allows the CPU to perform parallel processing of 2-4 or even 8 data. It improves the processing speed of the CPU to video, audio, etc. The actual significance.

3D Now! Instruction Set

3D Now! Is a 3D acceleration instruction set, developed by AMD. It is also a SIMD data processing method, but its acceleration object is a CPU floating point operation. It is a clock cycle to handle 4 float operation instructions or two MMX instructions at the same time.

SSE instruction set

SSE is the abbreviation of streaming simd extension, also called the KNI instruction set. It is the second set of multimedia dedicated instructions nested in the Intel Pentium III processor. Unlike the MMX instruction set is that the main role of SSE is to accelerate the 3D computing capacity of the CPU. It totals 70 instructions, 50 SIMD floating point commands, mainly for 3D processing. 12 new MMX instructions, 8 system memory data stream transmission optimization instructions.

AGP

AGP is an abbreviation of Accelerated Graphics Port, which is developed by Intel. It allows the graphics card to directly call the system main memory directly in the case of insufficient memory. AGP is divided into: 1x, 2x, 4x three standards, AGP1X standards 66MHz, 2X standard is 133MHz, 4X standard is 266MHz. GPU (graphics processor)

N Vidia's new generation 3D accelerator chip GeForce 256. It is integrated with geometric engines, light engines, triangular settings, graphic crop engines, texture rendering engines, handleable single-chip graphics processors having more than 1030,000 polygons per second.

Concord type

1.FPM DRAM (Full Page RAM)

FPM is an abbreviation for Fast Page Mode RAM. It is an early standard, and it is replaced by EDO DRAM than it is 5% faster.

2.EDO DRAM (Extended Data Output DRAM)

EDO DRAM is an abbreviation for Extended Data Out DRAM. Some modifications to the DRAM access mode and shorten the memory effective access time.

3.VRAM (Video RAM)

VRAM is the abbreviation of Video RAM. This is specifically for dual port memory optimized for graphics (data exchange with RAMDAC and CPU), which can effectively prevent conflicts that occur when accessing other types of memory.

4.wram (enhanced VRRAM)

WRAM is an abbreviation for Windows RAM. Its performance is 20% higher than VRAM, which can accelerate video functions such as transmission and mode fillers.

5. SDRAM (Synchronous DRAM)

SDRAM is an abbreviation for Synchronous DRAM. It works synchronously with the diagram bus to avoid additional wait time required to operate the time step for asynchronous DRAM, which can speed up the transmission speed of data.

6.sgram (synchronous graphics RAM)

SGRAM is an abbreviation for Synchronous Graphics DRAM. It supports writing mask and block write to reduce or eliminate read-modifications to memory. SGRAM greatly accelerates data exchange speed between the memory and the bus.

7.mdram (Multi-Duan DRAM)

MDRAM is the abbreviation of Multibank Ram. It can divide multiple independent valid segments, reducing each process to show refresh, video output, or graphics acceleration.

8.RDRAM

Mainly used for special high-speed burst operations, access frequencies up to 500 MHz, and traditional memory can only be accessed at 50 MHz or 75MHz. RDRAM's 16bit bandwidth can reach 1.6 Gbps (EDO's limit bandwidth is 533Mbps), and 32bit bandwidth is up to 4Gbps.

IGES (Initialization Graphics Switching Specification)

The Initial Graphics Exchange Specification (IGES) is a universal ANSI information exchange criterion between Computer-Aided Design (CAD) & Computer-Aided Manufacturing (CAM) Systems (Computer Assistive Design & Computer Aided Manufacturing System). 3D Studio Max can achieve this IGES format for use in different fields such as mechanical, engineering, entertainment and research. After the user uses the IGES format feature, you can read NURBS data from different platforms, such as MAYA, PRO / ENGINEER, SoftImage, Catia, etc. Software. In order to get complete data, it is recommended to use the version 5.3 version of IGES format.

NTSC (National Television System Commission)

National Television Standards Committee (NTSC), which is a video standard for most of North America, Zhongnan America and Japan. It defines a frame speed of 30 / s or 60 scanning field and scans it on a TV.

PAL (progressive inverted phase)

Phase Alternating Line (PAL) is a video standard for most European and Asia, South Asia, Central Asia and other countries. It defines a frame speed of 25 / s or 50 scanning field and scans progressively on a TV.

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