A |
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| Abscissa | | The value representing the distance of a point from
the Y-axis in the Cartesian coordinate system, measured along a
line parallel to the X-axis. (Compare "Ordinate".)
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| Active Texture List | | A list of binding table entries which specifies
the currently active textures within the rendering pipeline. All
appropriate primitives will receive texture mapping effects sequentially
evaluated from this list. Two separate lists exist for front- and
backface distinguishing. (See PEXExtSetActiveTextures
and PEXExtSetBFActiveTextures).
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| Alpha Blending | | The operation of blending a source pixel color with
a destination (frame buffer) pixel color according to some rule
on alpha values.
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| Alpha Transparency | | An application of alpha blending to achieve the
effect of transparent primitives; requires a multi-pass algorithm
in order to generate realistic images.
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| Anti-aliasing | | A method for producing high-quality images using
pixel coverage and blending techniques, most noticeable as smooth
lines and polygon edges.
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| Azimuth | | The horizontal angular distance from a fixed reference
direction to a point.
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B |
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| Binding Lookup Table | | A lookup table whose entries represent entire texture
maps to the rendering pipeline. Each entry within the binding lookup
table contains reference information for an X texture resource,
texture coordinates for each primitive, color composition rules,
and texture map sampling and quality controls. (See “Binding LUT ”).
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| Boundary Condition: Clamp Absolute | | When a texture coordinate accesses a texel outside
of the texture map, texturing is discontinued and the primitive's
existing color data is used. (See “Sampling LUT ”.)
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| Boundary Condition: Clamp Color | | When a texture coordinate accesses a texel outside
of the texture map, texturing is discontinued and the "clamp col
or" is applied. (See “Sampling LUT ”.)
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| Boundary Condition: Mirror | | When a texture coordinate accesses a texel out side
of the texture map, sampling is reversed across the texture map.
(See “Sampling LUT ”.)
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| Boundary Condition: Wrap | | When a texture coordinate accesses a texel out side
of the texture map, sampling wraps back to the opposite texture
border creating a "rubber stamp" effect. (See “Sampling LUT ”.)
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C |
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| Capping | | A visualization technique, used with model clipping
that re-closes a volume that has been clipped,
making the object appear as though it had been cut away.
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| Color Ramp | | The colors in a colormap for PEXColorSpace which are expected
to represent a "sampling" of the color space.
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| Composition Lookup Table | | A lookup table with entries used to determine how
texture map values will be applied to the current color of the rendering
pipeline. Entries within this table control the blending and replacement
rules for each texture-mapping operation. (See “Composition LUT ”.)
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| Composition Type: Decal | | If alpha is not included in the texture map, the
texture map color replaces the primitive's existing color. If, on
the other hand, alpha is specified in the texture map, the following
equation is used to determine the final blended color: C_{out}=C_{in}\\times(1-t_a)+t_c\\times{}t_a
where C_{in} is the primitive's existing color, t_a is the
texture map alpha and t_c is the texture map color. (See “Composition LUT ”.)
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| Composition Type: Modulate | | The texture map color and alpha (if it exists) blend
with the primitive's existing color and alpha. The texture color
(alpha) is multiplied by the primitive's color (alpha) to determine
the final result. (See “Composition LUT ”.)
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| Composition Type: Replace | | The texture map color and alpha (if it exists) overwrite
the primitive's existing color and alpha. (See “Composition LUT ”.)
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| Coordinate Source Lookup Table | | A lookup table with entries used to determine how
texture coordinates are to be derived for texture mapping. Texture
coordinates are either explicitly stored with a vertex as floating
point data or they are derived from other vertex data (point, color,
normal). (See “Coordinate-Source LUT”.)
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D |
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| Deformation | | A technique for computing a displacement in model
coordinates for each vertex of a primitive, based on data supplied
with the vertex.
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I |
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| Interference Checking | | A method for visualizing and detecting inter-penetrating
solids by highlighting overlapping caps within a clip plane.
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M |
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| Magnification Method | | The process used to determine the final color for
a screen pixel when more than one screen pixel maps to one texture
map texel. (See “Sampling LUT ”.)
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| Minification Method | | The process used to determine the final color for
a screen pixel when one screen pixel maps to more than one texture-map
texel. (See “Sampling LUT ”.)
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| MIP Map | | A pre-computed area-sampling mechanism which fixes
the cost of approximating the average color over a large number
of pixels in a texture image. A MIP map (and RIP map, which involves
additional rectangular dimensions) is created as an image "pyramid"
of down-sampled maps, or "levels." Traditionally, each pixel in
a level n equals the average of four
pixels beneath it at level n+1. Thus
the resolution of each map becomes half of the preceding level until
the top level is reached, which has one pixel representing the average
color of the entire original base-level map. See also “Discussion: MIP Map ”.
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O |
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| Ordinate | | The value representing the distance of a point from
the X-axis in the Cartesian coordinate system, measured along a
line parallel to the Y-axis. (Compare "Abscissa".)
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| Overlay Planes | | Display hardware often has two kinds of display
planes, image and overlay. The image plane allows the hardware to
help the graphics commands run faster and more efficiently. Overlay
planes are graphics frame buffer planes that store pixel data that
is independent of the image buffer. These planes can be used for
alpha text, windows, cursors, or menus as well as graphics. They
can be written to and turned on and off independently of the graphics,
or image, planes.
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P |
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| Parameterization Lookup Table | | A lookup table with entries used to determine how
texture coordinates are to be derived for texture mapping. Texture
coordinates are either explicitly stored with a vertex as floating-point
data or they are derived from other vertex data (point, color, normal).
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| Preparation | | The data-processing phase before rendering where
texture data are loaded and area primitives with data are "surface
parameterized" with texture coordinates per vertex.
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| Projection Object | | A standard volume used in calculation of texture
coordinates. A primitive is conceptually placed at the center of
a projection object and each of the primitive's vertices are projected
onto the projection object. The intersections of the vertices with
the projection object determine the texture coordinates. (See PEXExtCreateTMDescription
and PEXExtTMCoord*)
Spherical, cylindrical, and planar projection objects are possible
objects.
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R |
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| Reflection Mapping | | A type of texture mapping that uses reflection vectors
to calculate texture coordinates. The result is an object that reflects
or mirrors the texture map much like a shiny Christmas tree ornament
reflects its environment. See also Standard Mapping.
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S |
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| Sampling Lookup Table | | A lookup table with entries used to control texture
map sampling (derivation of a color sample from an image) and rendering
quality hints for each texture. (See “Sampling LUT ”.)
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| Standard Mapping | | Standard texture mapping refers to the mapping of
a texture onto an object much like a piece of wrapping paper is
applied to a package. See also Reflection Mapping.
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| Surface Parameterization | | A mathematical projection of a 3D surface onto a
2D surface which, in effect, "ties" facet data to corresponding
regions of a texture image map, thus orienting an image on the primitive.
(See the texture parameterization utilities, such as PEXExtTMCoordFillAreaSetWithData.)
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T |
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| Texel | | One texture map element.
Texel is analogous to the term "pixel" — a texel is to
a texture map as a pixel is to a bitmap. A texel may be a floating
point value, an 8-bit integer, or in another for mat.
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| Texture Map | | A 1D, 2D, or 3D data set consisting of "texels"
(or texture elements). A 1D texture map is an array of values; a
2D texture map is a two-dimensional image, and a 3D texture map
is a set of 2D texture maps. HP PEX supports 1D and 2D texture maps.
(See texel.)
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| Texture Mapping | | A rendering effect which enhances the surface detail
of an area primitive for usually less cost than explicitly modeling
the information. Texture mapping controls interior color and transparency
through special "mapped" correspondences between texture images
and area primitives during the rendering phase.
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V |
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| View-Dependent Mapping | | Texture mapping that changes with the position of
the camera. If the camera (or point of view) changes, the orientation
of the texture map on the texture-mapped object changes.
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| View-Independent Mapping | | Texture mapping that does not change with the position
of the camera. A texture map is fixed on an object and does not
change even if the position of the camera or object changes. Describes
the characteristics of a virtual colormap that has been or can be
created for use on a particular screen.
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| Visual Class | | Distinguishes between color or monochrome, whether
the color map is read/write or read-only, and whether a pixel value
provides a single index to the colormap or is decomposed into separate
indices for red, green, or blue values.
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