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Texture (GT/s) Size Bandwidth (GB/s) DRAM type Bus width DirectX OpenGL Vulkan; GeForce 205 November 26, 2009 GT218 40 260 57 PCIe 2.0 x16 8:4:4 589 1402 1000 2.356 2.356 512 8 DDR2 64 10.1 3.3 — 33.4 30.5 OEM only GeForce 210 October 12, 2009 GT218 40 260 57 PCIe 2.0 x16 PCIe x1 PCI 16:8:4 520 589 1230 1402 1000–1600 2.356 4.712 512 1024 4 ...
The GD Graphics Library is a graphics software library for dynamically manipulating images. It can create GIFs , JPEGs , PNGs , and WBMPs . The images can be composed of lines, arcs, text (using program-selected fonts), other images, and multiple colors, supporting truecolor images, alpha channels , resampling , and many other features.
Texture - The rate at which textures can be mapped by the texture mapping units onto a polygon mesh. Measured in texels/s. Performance. Shader operations - How many operations the pixel shaders (or unified shaders in Direct3D 10 and newer GPUs) can perform. Measured in operations/s.
128:16:2 Pentium N3700: 400-700 HD Graphics 400: 2016: Atom x5-Z8350 [53] 200-500: 96:12:2 Celeron N3010 Celeron N3060: 320-600 Celeron N3160: 320-640 Celeron J3060 Celeron J3160: 320-700 HD Graphics 405: Pentium N3710: 400-700: 128:16:2 Pentium J3710: 400-740: 144:18:2 HD Graphics 2015 Mobile Celeron 3205U Celeron 3755U Pentium 3805U Broadwell ...
In computer graphics, a texel, texture element, or texture pixel is the fundamental unit of a texture map. [1] Textures are represented by arrays of texels representing the texture space, just as other images are represented by arrays of pixels. Texels can also be described by image regions that are obtained through simple procedures such as ...
This representation does have certain limitations. Given sufficient graphics processing power even graphics programmers would like to use better formats, such as floating point data formats, to obtain effects such as high-dynamic-range imaging. Many GPGPU applications require floating point accuracy, which came with video cards conforming to ...
The use of high-dynamic-range imaging (HDRI) in computer graphics was introduced by Greg Ward in 1985 with his open-source Radiance rendering and lighting simulation software which created the first file format to retain a high-dynamic-range image. HDRI languished for more than a decade, held back by limited computing power, storage, and ...
Example of texture splatting, except an additional alphamap is applied. In computer graphics, texture splatting is a method for combining different textures.It works by applying an alphamap (also called a "weightmap" or a "splat map") to the higher levels, thereby revealing the layers underneath where the alphamap is partially or completely transparent.