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GameSpot Video Games, PC, Wii, PlayStation 2, GameCube, PSP, DS, GBA, PS2, PS3, Xbox 360, PlayStation 3
 
 
 
 


     
 


 
  alpha blending A technique used to describe levels of transparency. For example, glass can be completely transparent, while stained glass is very translucent.
 
  anti-aliasing The process of smoothing out lines and edges, making them perfectly straight.
 
  API This stands for "Application Programmer's Interface." A developer can use a specific API to develop a standard application more easily.
 
  ASIC "Application-Specific Integrated Circuit." In the case of 3-D boards, it is the chip that drives all of the supported 3-D operations.
 
  bi-linear filtering A sophisticated texture mapping technique, that, instead of just plopping down the same texel in a give texture map, will actually take the average of several texels around the original map, eliminating the blockiness that can occur when an image changes perspective.
 
  chipset The entire set of ASICS on the board, including the main 3D ASIC, the RAMDAC, and whatever else is necessary to drive the product.
 
  device independence The ability, within an operating environment, to make generic calls to hardware and know that any piece of hardware, regardless of vendor, when properly installed, will react properly to that call.
 
  Direct3D A Microsoft low and high-level API that allows game developers to build games in a similar fashion.
 
  frame rate The number of frames per second that are being rendered.
 
  Gouraud shading A shading technique in which different colors are used along a polygonal object's edges, making the sharp points appear round and smooth.
 
  megapixels Millions of pixels

  MIP mapping The process of having and using texture maps of several different resolutions in a single scene.
 
  PCI This stands for "peripheral component interconnect." It's a standard way in which information can travel around the computer and that third-party board developers can rely on to build their products according to a certain size.
 
  pixel A dot on the screen of a certain color. It's thousands of these dots together that make an image.
 
  point sampling A simple texturing method which simply places the corresponding texels onto the image. This method can cause blockiness in the frame.
 
  polygon The most primitive building block of a model's shape.
 
  RAMDAC The chip on a graphics board that converts the digital pixel information into analogue voltages to be sent out to control the monitor.
 
  RISC A "reduced instruction set computer" which, when programmed into a chip, performs floating point mathematical operations quickly, ideal for geometry setup during a 3D scene.

  texel The same as a pixel, except it's a single pixel that comes specifically from a texture map.
 
  texture mapping The process of overlaying pictures or bitmaps on a 3D object, causes it to appear realistic.
 
  tri-linear filtering Similar to bi-linear filtering, but instead of weighing the average of local texels from a single bitmap texture, averages are taken from two bitmaps.
 
  VESA local bus Another architecture (along with PCI) that outlines the pathways for computer components to talk to each other. Also a standard for hardware developers to build internal peripherals.
 
  z-buffering The process of storing the depth location for each pixel in memory so an application knows just which pixels to send to the frame buffer and which to withhold.
 
   

 

   
 
 

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