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Hardware acceleration is the use of computer hardware designed to perform specific functions more efficiently when compared to software running on a general-purpose central processing unit (CPU). Any transformation of data that can be calculated in software running on a generic CPU can also be calculated in custom-made hardware, or in some mix ...
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. The pipeline allows certain CPU -intensive operations such as iDCT , motion compensation and deinterlacing to be offloaded to the GPU .
Codec acceleration describes computer hardware that offloads the computationally intensive compression or decompression. This allows, for instance, a mobile phone to decode what would generally be a very difficult, and expensive video to decode it with no stuttering, and using less battery life than un-accelerated decoding would have taken.
Desktop Window Manager (DWM, previously Desktop Compositing Engine or DCE) is the compositing window manager in Microsoft Windows since Windows Vista that enables the use of hardware acceleration to render the graphical user interface of Windows.
Video Acceleration API (VA-API) is an open source application programming interface that allows applications such as VLC media player or GStreamer to use hardware video acceleration capabilities, usually provided by the graphics processing unit (GPU).
On Windows Vista and Windows 7 computers that meet certain hardware and software requirements, the Windows Aero theme is used by default, primarily incorporating various animation and transparency effects into the desktop using hardware acceleration and the Desktop Window Manager (DWM).
As the demand for better graphics increased, hardware manufacturers created a way to decrease the amount of CPU time required to fill the framebuffer. This is commonly called graphics acceleration. Common graphics drawing commands (many of them geometric) are sent to the graphics accelerator in their raw form.
Acceleration structure is a representation of the 3D environment that is efficiently formatted for the GPU. This environment is the plane that is used to create the starting points. The structure allows for modifications to be made and has optimized ray traversal.