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英文术语完全介绍——视频篇


作者:    更新时间:2007-12-30 14:07:28


英文术语完全介绍——视频篇


3D:Three Dimensional,三维
3DCG(3D computer graphics,三维计算机图形)
3DS(3D SubSystem,三维子系统)
A-Buffer(Accumulation Buffer,积聚缓冲)
AA(Accuview Antialiasing,高精度抗锯齿)
ADC(Analog to Digital Converter,模数传换器)
ADI(Adaptive De-Interlacing,自适应交错化技术)
AE(Atmospheric Effects,大气雾化效果)
AFC(Advanced Frame Capture、高级画面捕获)
AFR(Alternate  Frame Rendering,交替渲染技术)
Anisotropic Filtering(各向异性过滤)
APPE(Advanced Packet Parsing Engine,增强形帧解析引擎)
AR(Auto-Resume,自动恢复)
AST(amorphous-silicon TFT,非晶硅薄膜晶体管)
AV(Analog Video,模拟视频)
AV(Audio & Video,音频和视频)
B Splines(B样条)
BAC(Bad Angle Case,边角损坏采样)
Back Buffer,后置缓冲
Backface culling(隐面消除)
Battle for Eyeballs(眼球大战,各3D图形芯片公司为了争夺用户而作的竞争)
Bilinear Filtering(双线性过滤)
B.O.D.E(Body、Object、Design、Envioment,人体、物体、设计、环境渲染自动识别)
BSP(Binary Space Partitioning,二进制空间分区)
CBMC(Crossbar based memory controller,内存控制交叉装置)
CBU(color blending unit,色彩混和单位)
CEA(Critical Edge Angles,临界边角)
CEM(cube environment mapping,立方环境映射)
CG(C for GraphicsGPU,用于图形GPU的可编程语言)
CG(Computer Graphics,计算机生成图像)
Clipping(剪贴纹理)
Clock Synthesizer,时钟合成器
compressed textures(压缩纹理)
Concurrent Command Engine,协作命令引擎
CSC(Colorspace Conversion,色彩空间转换)
CSG (constructive solid geometry,建设立体几何)
CSS(Content Scrambling System,内容不规则加密)
DAC(Digital to Analog Converter,数模传换器)
DCD(Directional Correlational De-interlacing,方向关联解交错)
DCT(Display Compression Technology,显示压缩技术)
DCT(Display Compatibility Test,显示设备兼容性测试)
DDC(Dynamic Depth Cueing,动态深度暗示)图像
DDP(Digital Display Port,数字输出端口)
DDS(Direct Draw Surface,直接绘画表面)
Decal(印花法,用于生成一些半透明效果,如:鲜血飞溅的场面)
DFP(Digital Flat Panel,数字式平面显示器)
DFS Dynamic Flat Shading(动态平面描影),可用作加速
Dithering(抖动)
Directional Light,方向性光源
DM(Displacement mapping,位移贴图)
DME(Direct Memory Execute,直接内存执行)
DOF(Depth of Field,多重境深)
dot texture blending(点型纹理混和)
DOT3(Dot product 3 bump mapping,点乘积凹凸映射)
Double Buffering(双缓冲区)
DPBM(Dot Product Bump Mapping,点乘积凹凸映射)
DQUICK(DVD Qualification and Integration Kit,DVD资格和综合工具包)
DRA(deferred rendering architecture,延迟渲染架构)
DRI(Direct Rendering Infrastructure,基层直接渲染)
DSP(Dual Streams Processor,双重流处理器)
DVC(Digital Vibrance Control,数字振动控制)
DVI(Digital Video Interface,数字视频接口)
DVMT(Dynamic Video Memory Technology,动态视频内存技术)
DxR DynamicXTended Resolution(动态可扩展分辨率)
DXTC(Direct X Texture Compress,DirectX纹理压缩,以S3TC为基础)
Dynamic Z-buffering(动态Z轴缓冲区),显示物体远近,可用作远景
E-DDC(Enhanced Display Data Channel,增强形视频数据通道协议,定义了显示输出与主系统之间的通讯通道,能提高显示输出的画面质量)
Edge Anti-aliasing(边缘抗锯齿失真)
E-EDID(Enhanced Extended Identification Data,增强形扩充身份辨识数据,定义电脑通讯视频主系统的数据式)
eFB(embedded Frame Buffer,嵌入式帧缓冲)
eTM(embedded Texture Buffer,嵌入式纹理缓冲)
Execute Buffers,执行缓冲区
Embosing,浮雕
EMBM(environment mapped bump mapping,环境凹凸映射)
Extended Burst Transactions,增强式突发处理
Factor Alpha Blending(因子阿尔法混合)
Fast Z-clear,快速Z缓冲清除
FB(fragment buffer,片段缓冲)
FL(fragment list,片段列表)
FW(Fast Write,快写,AGP总线的特殊功能)
Front Buffer,前置缓冲
Flat(平面描影)
FL(Function Lookup,功能查找)
FMC(Frictionless Memory Control,无阻内存控制)
Frames rate is King(帧数为王)
FRC(Frame Rate Control,帧率控制)
FSAA(Full SceneScreen Anti-aliasing,全景屏幕抗锯齿)
Fog(雾化效果)
flip double buffered(反转双缓存)
fog table quality(雾化表画质)
F-Buffer(Fragment Stream FIFO Buffer,片段流先入先出缓冲区)
GPT(Graphics Performance Toolkit,图形性能工具包)
FRJS(Fully Random Jittered Super-Sampling,完全随机移动式超级采样)
Fur(软毛效果)
GART(Graphic Address Remappng Table,图形地址重绘表)
GI(Global Illumination,球形光照)
GIC(Gold Immersion Coating,化金涂布技术,纯金材质作为PCB最终层,提升信号完整性)
GIF(Graphics Interchange Format,图像交换格式)
GLI(Graphics Link Interface,可延展连接界面,磐正提出支持两个不同显卡的SLI,PCI-E 16x+4x)
Gouraud Shading,高洛德描影,也称为内插法均匀涂色
GPU(Graphics Processing Unit,图形处理器)
GTF(Generalized Timing Formula,一般程序时间,定义了产生画面所需要的时间,包括了诸如画面刷新率等)
GTS(Giga Textel Sharder,十亿像素填充率)
Guard Band Support(支持保护带)
HAL(Hardware Abstraction Layer,硬件抽像化层)
HDR(High Dynamic Range,高级动态范围)
HDRL(high dynamic-range lighting,高动态范围光线)
HDVP(High-Definition Video Processor,高精度视频处理器)
HEL Hardware Emulation Layer(硬件模拟层)
HLSL(High Level Shading Language,高级描影语言)
HMC(hardware motion compensation,硬件运动补偿)
Hierarchical Z(Z分级)
high triangle count(复杂三角形计数)
HOS(Higher-Order Surfaces,高次序表面)
HPDR(High-Precision Dynamic-Range,高精度动态范围)
HRAA(High Resolution Anti-aliasing,高分辨率抗锯齿)
HSI(High Speed Interconnect,高速内连)
HSR(Hidden Surface Removal,隐藏表面移除)
HTP(Hyper Texel Pipeline,超级像素管道)
HWMC(Hardware Motion Compensation,硬件运动补偿)
ICD(Installable Client Driver,可安装客户端驱动程序)
iDCT(inverse Discrete Cosine Transformation,负离散余弦转换)
IDE(Integrated Development Environment,集成开发环境)
Immediate Mode,直接模式
IMMT(Intelligent Memory Manager Technology,智能内存管理技术)
Imposters(诈欺模型)
IPEAK GPT(Intel Performance Evaluation and Analysis Kit - Graphics Performance Toolkit,英特尔性能评估和分析套件 - 图形性能工具包)
IPPR Image Processing and Pattern Recognition(图像处理和模式识别)
IR(Immediate Rendering,直接渲染)
IRA(immediate-mode rendering architecture,即时渲染架构)
IQ(inverse quantization,反转量子化)
ITC(Internal True Color,内部真彩色)
IVC(Indexed Vertex Cache,索引顶点缓存)
JFAA(Jitter Free Anti Aliasing,自由跳跃进抗锯齿)
JGSS(Jittered Grid Super-Sampling,移动式栅格超级采样)
JPRS(Jittered pseudo random sampling,抖动假取样)
Key Frame Interpolation,关键帧插补
large textures(大型纹理)
LE(low end,低端)
LF(Linear Filtering,线性过滤,即双线性过滤)
LFB(Linear Frame-Buffer,线性帧缓冲)
LFM(Light Field Mapping,光照区域贴图)
lighting(光源)
lightmap(光线映射)
LMA(Lightspeed memory Architecture,光速内存架构)
Local Peripheral Bus(局域边缘总线)
LOD(Levels-of-Detail,细节级)
Lossless Z Compression,无损Z压缩
LPF(Low-past filter,低通道滤波器)
LSR(Light Shaft Rendering,光线轴渲染)
mipmapping(MIP映射)
MAC(Mediocre Angle Case,普通角采样)
Matrix Vertex Blending,矩阵顶点混和
MCM(Multichip Module,多芯片模块)
Membrane lighting,隔膜光线
Mipmap LOD Bias Adjustment(映射LOD偏移调节)
Modulate(调制混合)
Motion Compensation,动态补偿
motion blur(模糊移动)
MPPS:Million Pixels Per Second,百万个像素秒
MRT(Multiple Render Targets,多重渲染目标)
MSAA(multisampling SceneScreen Anti-aliasing,多重采样抗锯齿)
Multiplicative Texture Blending(乘法纹理混合)
Multi-Resolution Mesh,多重分辨率组合
Multi Threaded Bus Master,多线程主控
Multitexture(多重纹理)
MVSD(Motion Vector Steered de-interlacing,移动向量控制解交错)
MXM(Mobile PCI Express Module,移动PCI Express模块)
NURBS(Non Uniform Relational B Splines,非统一相关B样条)
nerest Mipmap(邻近MIP映射,又叫点采样技术)
NGP(Next-Generation Graphics Port,下一代图形接口)
NSR(nVidia Shading Rasterizer,nVidia描影光栅引擎)
NXL(NVIDIA XPress Link,nViadia X紧迫链路)
OGSS(Ordered Grid Super-Sampling,顺序栅格超级采样)
ORB(Online ResultBrowser,在线分数浏览)
OTES(Outside Thermal Exhaust System,向外热排气系统)
Overdraw(透支,全景渲染造成的浪费)
partial texture downloads(并行纹理传输)
Parallel Processing Perspective Engine(平行透视处理器)
PC(pipeline combining,管道结合)
Perspective Correction(透视纠正)
Perspective Divide,透视分隔
PGC(Parallel Graphics Configuration,并行图像设置)
PureHAL(Pure Hardware Abstraction Layer,纯硬件处理层)
PIP(Picture In Picture,画中画)
pixel(Picture element,图像元素,又称P像素,屏幕上的像素点)
PM(parallax mapping,视差映射)
Point Primitive Support(支持原始点)
point light(一般点光源)
point sampling(点采样技术,又叫邻近MIP映射)
Point Sprit(点碎片纹理)
Positional Lights(定点光源)
Precise Pixel Interpolation,精确像素插值
precomputedpreimaged(预计算预描绘)
Procedural textures(可编程纹理)
Projected Textrues(投射纹理)
PS(Pixel Shaders,像素描影)
PT(Projective textures,投影纹理)
PTC(Palletized Texture Compression,并行纹理压缩)
PVA(Patterned Vertical Alignment,图像垂直调整)
PVPU(Programable Vertex Processing Unit,可编程顶点处理单元)
QC(Quad Cache,四重缓存)
QDR(Quad Data Rate,四倍速率)
QDR SDRAM(Quad Data Rate,四倍速率 SDRAM)
RAMDAC(Random Access Memory Digital to Analog Converter,随机存储器数模转换器)
Range Fog(延伸雾化)
PB(Priority buffer,优先缓冲)
PJSS(programmable jitter table,可编程抖动表)
ps(picoseconds,皮秒,微微秒,百亿分之一秒)
Reflection mapping(反射贴图)
render(着色或渲染)
Rendering to a Window(窗口透视)
RGBA(Red、Blue、Green + Alpha,红、蓝、绿 + Alpha通道)
RGSS(Rotated Grid Super-Sampling,旋转栅格超级采样)
RM(Retention Mechanism,保持机构)
RSAA(Random Sampling Anti aliasing,随机采样抗锯齿)
RTV(Real Time Video,实时视频)
S端子(Seperate)
S3(Sight、Sound、Speed,视频、音频、速度)
S3TC(S3 Texture Compress,S3纹理压缩,以前仅支持S3显卡)
S3TL(S3 Transformation & Lighting,S3多边形转换和光源处理)
SB(Shadow Buffer,描影缓冲)
Screen Buffer(屏幕缓冲)
SDTV(Standard Definition Television,标准清晰度电视)
SEM(spherical environment mapping,球形环境映射)
SGCT(self-gauging clock technology,自测量时钟技术)
Shading,描影
SIF2(SUMA Individual Analog Filter 2,SUMA独立模拟过滤器2)
Single Pass Multi-Texturing,单通道多纹理
SLAM(Symmetrically Loaded Acoustic Module,平衡装载声学模块)
SLI(Scanline Interleave,扫描线间插,3Dfx的双Voodoo 2配合技术)
SLI(Scalable Link Interface,可延展连接界面,nVidia的GeForce6系列双显卡技术)
Smart Filter(智能过滤)
soft shadows(柔和阴影)
soft reflections(柔和反射)
spot light(小型点光源)
SRA(Symmetric Rendering Architecture,对称渲染架构)
Specular Gouraud Shading(镜面高洛德描影)
SS(Smart Shader,智能描影)
SSAA(Super-Sampling Anti-aliasing,超级采样抗锯齿)
Stencil Buffers(模板缓冲)
Stream Processor(流线处理)
Subpixel Accurate Rasterizing(区块子像素精确光栅化)
Subtractive Texture Blending(反纹理混合)
Super Sampling(超级采样)
SuperScaler Rendering,超标量渲染
Table Fog(雾化函数表)
TBFB(Tile Based Frame Buffer,碎片纹理帧缓存)
TBR(Tile Based rendering,瓦片纹理渲染)
tessellation(镶嵌)
texel(T像素,纹理上的像素点)
Texture Alpha Blending(纹理Alpha混合)
Texture Clamping(纹理箝入)
Texture Fidelity(纹理真实性)
Texture Mirroring(纹理反射)
texture swapping(纹理交换)
Texture Wrapping(纹理外包)
T&L(Transform and Lighting,多边形转换与光源处理)
T-Buffer(T缓冲,3dfx Voodoo5的特效,包括全景反锯齿Full-scene Anti-Aliasing、动态模糊Motion Blur、焦点模糊Depth of Field Blur、柔和阴影Soft Shadows、柔和反射Soft Reflections)
TCA(Twin Cache Architecture,双缓存结构)
TIFF(Tagged Image File Format,标签图像文件格式)
Triangle Setup,三角形设置
Transparency(透明状效果)
Transformation(三角形转换)
Trilinear Filtering(三线性过滤)
Texture Modes,材质模式
TMIPM Trilinear MIP Mapping(三次线性MIP材质贴图)
TMU(Texture Map Unit,纹理映射单元)
UCA(Unified Compiler Architecture,统一编译架构)
UDA(Unified Driver Architecture,统一驱动程序架构)
UDOT(UltraSharp Display Output Technology,超清晰显示输出技术)
UMA(Unified Memory Architecture,统一内存架构)
UMA(Unified Motherboard Architecture,统一主板架构)
UPT(unreal performance test,虚幻引擎性能测试)
VA(Vernier Acuity,视敏度)
VDM(Virtual Displacement Mapping,虚拟位移映射)
Visualize Geometry Engine,可视化几何引擎
Vertex Alpha Blending(顶点Alpha混合)
Vertex Fog(顶点雾化)
Vertex Lighting(顶点光源)
Vertical Interpolation(垂直调变)
Viewport Transform,视点转换
VIP(Video Interface Port,视频接口)
VIVO(video inputoutput,视频输入输出)
ViRGE Video and Rendering Graphics Engine(视频描写图形引擎)
VMR(Video Mixing Renderer,视频混合渲染器)
VMS(Virtual Memory System,虚拟内存系统)
VOC(Visual Online Communication,视觉在线通讯)
Voxel(Volume pixels,立体像素,Novalogic的技术)
VP(vertex processors,顶点处理器)
VPE(Video Processing Engine,视频处理引擎)
VPU(Vertex Processing Unit,顶点处理单元)
VPU(Visual Processing Unit,视觉处理单元)
VQTC(Vector-Quantization Texture Compression,向量纹理压缩)
VS(Vertex Shaders,顶点描影)
VS(Visibility Subsystem,可见子系统)
VSA(Voodoo Scalable Architecture,可升级Voodoo架构)
VSU(VertexScalability Unit,顶点可量测性单元)
VSIS(Video Signal Standard,视频信号标准)
VSync(Vertical Sync,重直同步刷新)
VT(Volume textures,体积纹理)
VT(Vertex Texturing,顶点纹理绘制)
VTC(Volume Texture Compression,体积纹理压缩)
W-Fog(W雾化)
Xabre(“Sabre”(基础)+eXtraordinary(非凡)+Advanced(先进)+Brilliant(卓越)+Rapture(欢喜)+Enrichment(丰富))
XBA(Xtreme Bandwidth Architecture,极速带宽架构)
YAB NCTC(Narrow Channel Texture compression,狭窄通道纹理压缩)
Z Buffer(Z缓存)
ZRT(Zone Rendering Technology,区域渲染技术)
ZOC(Z-Occlusion Culling,Z闭塞选择)

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