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Topic: Texel (graphics)


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In the News (Fri 25 Dec 09)

  
  Texel - Wikipedia, the free encyclopedia
Texel is a municipality and an island in the Netherlands, in the province of North Holland.
The island of Texel, which received city rights in 1415, originally was made up of two islands, Texel proper to the south and Eierland to the northwest, which were connected by shoals.
Texel is known for its wildlife, particularly in winter, when birds of prey and geese take up residence.
en.wikipedia.org /wiki/Texel   (422 words)

  
 Futuremark - Community - Hardware Vocabulary   (Site not responding. Last check: 2007-10-03)
The texel values that are used by a graphics processing chip need to be stored in the memory "closest" to the chip, to ensure optimal performance - in order of preference, the locations should be the texture cache first, then the texture buffer, then the AGP aperture and finally the system memory.
Graphics adapters with more than one TMU per pipeline can obviously apply more than one texel to a pixel per clock cycle - however, this means that the local memory will be accessed more often and so the potential texturing performance may not be fully achieved.
In 3D graphics, these are the mathematical functions that are performed on vertices in order to change the position of an object, location of a camera, direction of view, the perspective of the scene and so on.
www.futuremark.com /community/hardwarevocabulary?page=5   (4634 words)

  
 Method and apparatus for compressed texture caching in a video graphics system - Patent 6339428
Various numbers of texels may be included in the determination of the color for the particular pixel, and the weighted average performed using these texels may be system dependent.
Each of the texels within the 4-by-4 block is then represented by a two-bit encoding, where the two-bit encoding either selects one of the two 16 bit colors, a combination of the two colors, or, in some embodiments, a transparent color for the texel.
The video graphics texture mapping circuit 100 may be employed to allow for multiple textures to be mapped to a single pixel such that the eventual color determined for the pixel is based on more than one texture.
www.freepatentsonline.com /6339428.html   (6172 words)

  
 Graphics Jargon
In graphics mode, the display screen is treated as an array of pixels, with characters and other shapes formed by turning on combinations of pixels.
Like a pixel, a texel is the base unit of a graphic, although texels make up textured graphics - graphics that define the surface of three dimensional objects.
The difference between vector graphics and raster graphics, therefore, is that vector graphics are not translated into bit maps until the last possible moment, after all sizes and resolutions have been specified.
www.angelfire.com /anime3/internet/graphics.htm   (5473 words)

  
 Define texel - a Whatis.com definition
In computer graphics, a texel (texture element) represents the smallest graphical element in two-dimensional (2-D) texture mapping to "wallpaper" the rendition of a three-dimensional (3-D) object to create the impression of a textured surface.
A texel is similar to a pixel (picture element) because it represents an elementary unit in a graphic.
In special instances, there might be a one-to-one correspondence between texels and pixels in some parts of the rendition of a 3-D object.
whatis.techtarget.com /definition/0,,sid9_gci214519,00.html   (299 words)

  
 Texel (graphics) - Psychology Central   (Site not responding. Last check: 2007-10-03)
A texel is a term used in computer graphics, the abbreviation of texture mapping pixel.
Textures are made up of texels, just as a screen is made up of pixels.
When drawing an image, a graphics card has to map these texels to the screen.
psychcentral.com /psypsych/Texel_(graphics)   (116 words)

  
 graphics - Webopedia.com
Many graphics applications—for example, computer animation systems—require more computing power than is available on personal computers and will run only on powerful workstations or specially designed graphics computers.
In addition to the CPU and memory, graphics software requires a graphics monitor and support for one of the many graphics standards.
The quality of most graphics devices is determined by their resolution—how many points per square inch they can represent—and their color capabilities.
systems.webopedia.com /TERM/G/graphics.html   (795 words)

  
 Neowin.net > Overclocking a graphics card above its maximum
This topic is about how i managed to overclock an ASUS V9400 X graphics card with an nvidia geforce mx 4000 GPU on it to its maximum coreclock of 350 mhz and memory clock of 505 mhz which is very far from its default clock of 250 mhz coreclock and memory clock of 405 mhz.
i attached the first fan on the heat sink of the graphics card.the other one i used to connect on the cabinet of the machine to increase the air flow inside the cabinet.
I havent overclocked any other graphics card to this extend.and i also doesnt know that if this method works for every low end graphics cards which are now available in the market.i strongly recommend not to overclock expensive and powerful graphics cards to this extend which can burn up the graphics card
www.neowin.net /forum/lofiversion/index.php/t433088.html   (994 words)

  
 Procedural Textures Created on Cellular Automata
Torus is a rectangle where bordering texels are neighbouring with their counterpart (top/bottom, left/right).
These are set of functions used by a graphic artist, experienced in geometry, to form the pattern.
It is set to average of 3x3 values from the neighbourhood (texel itself is also considered).
www.sccg.sk /~borovsky/rigorous_thesis/version111.htm   (4108 words)

  
 (WO 01/46906) INCREMENTAL INTERLACE INTERPOLATION FOR TEXTURE MORPHING   (Site not responding. Last check: 2007-10-03)
Precomputed initial and incremental morph parameter values for each texel component are applied during real-time morphing procedures using integer arithmetic.
The frame counter avoids over-runs, and the morphing procedure is "snapped" the texel value to the precise texture target value to prevent under-runs and corresponding artifacts.
The morph texture buffer data structure is initially decomposed off-line to reduce the number of real-time calculations required to manipulate texel component data.
wipo.int /cgi-pct/guest/getbykey5?KEY=01/46906.010628&ELEMENT_SET=DECL   (305 words)

  
 The ABCs of Graphics Cards
The bump map is combined with the environment map and the resulting 'perturbed' environment map is applied to the original texture.
In other words, a corresponding environment map coordinate exists for each texel coordinate of a texture map, the value of which is then applied to the texel in order to create a lighting effect.
The advantage of EMBM is that from multiple light sources to reflective 'real-life' environments, any additions that developers need can be incorporated simultaneously as part of the environment that is being mapped onto the bump.
www.matrox.com /mga/theguide/contents/how_embm_works.cfm   (542 words)

  
 Adaptive tri-linear interpolation for use when switching to a new level-of-detail map (US6184894)
Using bi-linear interpolation, the four nearest texture pixels or texels are fetched from the texture map in a texture memory and a weighted-average texel generated.
a tri-linear interpolator, receiving the first average texel from the bi-linear interpolator and receiving the second average texel from the second bi-linear interpolator, for generating a dual-map-averaged texel, the dual-map-averaged texel being a better approximation for the pixel than either the first or second average texels;
a texel output, coupled to output the dual-map-averaged texel from the tri-linear interpolator when the enable signal is active, but for outputting the first average texel from the bi-linear interpolator when the enable signal is not active,
www.delphion.com /details?pn=US06184894__   (657 words)

  
 Intel® Extreme Graphics 2
Intel® Extreme Graphics 2 and its predecessor graphics architecture, Intel® Extreme Graphics, are integrated graphics technologies that deliver 3D graphics with sharp images, fast rendering, smooth motion and extreme detail.
Optimized visual quality and performance from the addition of hardware to support of texel formatting, bicubic filter, color blending accuracy, and video mixing render, resulting in optimized visual quality and performance.
Enhances the performance of zone rendering by using larger zones and new commands that improve graphics pipeline efficiency.
www.intel.com /products/chipsets/eg2   (275 words)

  
 Graphics Hardware History   (Site not responding. Last check: 2007-10-03)
The purpose of this article is to give an authoritative representation of the progress in the field of computerized 3D graphics acceleration.
You calculate the texel fill rate by multiplying the pixel fill rate by the number of texel/texturing units (TMU's).
Fill rate is calculated by multiplying core clock by the number of pixel and texel pipelines in the chip.
haxor.dk /articles/gfxcards.html   (963 words)

  
 [No title]   (Site not responding. Last check: 2007-10-03)
Intel Extreme Graphics 2 enhances the performance of zone rendering by using larger zones and new commands that improve graphics pipeline efficiency.
Extreme graphics architecture was designed to complement the capabilities of the Intel® Pentium® 4 processor, and also supports the Intel® Celeron® processor.
Dynamically allocates graphics memory as needed to balance memory usage among the operating system, applications, and graphics.
intel.com /cd/products/services/emea/eng/desktop/chipsets/114420.htm   (359 words)

  
 (WO 00/13088) EFFICIENT METHOD FOR STORING TEXTURE MAPS IN MULTI-BANK MEMORY   (Site not responding. Last check: 2007-10-03)
The banks used are alternated so that corresponding texels in consecutive mip maps are stored in different memory banks.
Mip maps may be categorized as large or small, with all small mip maps after the first being stored in their entirety in one memory bank.
A computer system, graphics subsystem, and software program capable to efficiently store mip map series in a multi-bank texture memories are also disclosed.
wipo.int /cgi-pct/guest/getbykey5?KEY=00/13088.000309&ELEMENT_SET=DECL   (249 words)

  
 Support Packard Bell WinFast 3D S325 TNT2 M64 graphics card + TV-out - spec_Winfast_S325_tnt2 - Video Component
The RIVA TNT2 M64 processor, with its TwiN Texel 32-bit graphics pipeline architecture, is able to process two pixels per clock cycle, combined with per-pixel mip-mapping precision, a dual 32-bit 3D pipeline and trilinear / anisotropic filtering.
texel is short for texture element, the base unit of a textured graphic, i.e.
a graphic that defines the surface of a three dimensional object.
support.packardbell.com /es/mypc?PibItemNr=spec_Winfast_S325_tnt2   (390 words)

  
 Texel/Pixel ratio and Texcoords. - GameDev.Net Discussion Forums
Home » Community » Forums » Graphics Programming and Theory » Texel/Pixel ratio and Texcoords.
I've done this much, I even added a middle layer because my view distance is so large (10km) that to look good that far its wayyy blurry up close.
My question is this: Is there a way to calculate texcoords for a triangle such that the number of pixels per texel remain constant?
www.gamedev.net /community/forums/topic.asp?topic_id=209680   (249 words)

  
 Per Pixel or Per Texel - GameDev.Net Discussion Forums
The people who feel a need to point out the difference only ever say is "fragment != pixel", which doesn't really educate you as to the correct usage.
Posted - 8/27/2004 9:48:32 AM So when the graphics card is rasterising the polygons it looks at whether or not anti-aliasing is enabled to determine how many fragments to calculate and draw.
Ok, so fragments are what pixels are called on the graphics card before they hit the screen and samples are like small sub-pixels.
www.gamedev.net /community/forums/topic.asp?topic_id=266799   (525 words)

  
 SavageNews Forums -> how to adjust texel alignment for Savage4   (Site not responding. Last check: 2007-10-03)
My story is that i play Age of Empires "The conquerors" alot.
The graphics play awesome well but whereever i enter the menu the problem is there.
I have looked everywhere to rectify this problem but could only found that it needs to be that the Texel Alignment be adjusted to 3 in the video card display configuration menu.
www.savagenews.com /forums/index.php?showtopic=140   (414 words)

  
 Jason Doucette - Projects / Games - Real Time Computer Graphics, Physics Simulations
It is extremely helpful for any type of detailed graphics work, whether you are creating graphics with a graphics program (it helps provide an extra zoomed view while you can work on it at actual size), programming graphics, or just taking a closer look at an icon or some graphic design.
Almost all of my graphic engines can be ported to the Game Boy Advance.
The original graphics were quite sub-par, as I ran out of time by the end of the day to draw enemies for the game.
www.jasondoucette.com /games.html   (7154 words)

  
 [No title]
Linearly interpolate: Each intensity value is the centre of a pixel and then take a weighted average of surrounding four pixels.
Note: Think of texel as providing value in CENTER of texel, not for whole texel.
Pick neareast 4 texels and average using bilinear interpolation.
www.cse.unsw.edu.au /~cs9018/lectnotes/2003/COMP9018-Pt3.ppt   (1211 words)

  
 Texel
Homepage of the British Texel Sheep Society, which was formed in 1974 and has 2,200 members.
Details are provided on the origin and history of the Texel breed, as well as its adaptability and description of type.
The site includes details of forthcoming shows and sales, as well as current news and a list of links to related Web resources.
agrifor.ac.uk /browse/cabi/94b23ce88b7a79619c62cbbaea830aa3.html   (72 words)

  
 Creative Labs Graphics Blaster AGP Riva TNT   (Site not responding. Last check: 2007-10-03)
The Twin Texel 3D engine can reach speeds up to 8 million triangles and more than 250 million fully rendered pixels per second, renders in full 32-bit color, and can handle complex 3D effects like bump-mapping, multiple texturing, and full-screen anti-aliasing with ease, creating 3D visual quality that has to be seen to be believed.
There's more graphics horsepower in this card than in most workstations, so you can work with incredible precision and play games with liquid smooth speed and stunning realism.
You can view stunning 2D graphics in resolutions as high as 1900x1200 or play games like Quake II at 1600x1200, double-buffered and in full 24-bit color.
www.cmcusa.com /htm/product/hardware/video/cl/rivaTNTAGP.htm   (729 words)

  
 Shopping.com: Product Features for the Nvidia TwiN Texel (16 MB) AGP Graphic Card
The NVIDIA Vanta is a low-cost, 128-bit TwiN Texel, highly integrated 3D graphics processor, designed specifically for value-conscious users.
Leveraging the NVIDIA TNT architecture, NVIDIA Vanta delivers breakthrough 3D and industry-leading 2D graphics performance, making it ideal for today's basic desktop PC.
??In addition to its outstanding graphics capabilities, the NVIDIA Vanta provides complete support for video, software, and hardware DVD playback, as well as the latest system technologies such as AGP 4X bus and flat panel displays.
www.shopping.com /xPF-Nvidia_20169757   (187 words)

  
 Grafické karty   (Site not responding. Last check: 2007-10-03)
Graphics acceleration 128-bit engine provides BitBLT, Rectangle Fill, Line Draw, Polygon Fill, Panning / Scolling and Hardware Cursor
Twin texel (TNT) 32-bit graphics pipeline : 2 texture mapped, lit pixels per clock, single pass multi-texturing support
Graphics acceleration 128-bit engine provides BitBLT, Rectangle Fill, Line Draw, Polygon Fill, Panning/Scolling and Hardware Cursor
www.volny.cz /babicekr/graphics.htm   (528 words)

  
 Manufacturers listing by American Computer Solutions - Nationwide Server, Desktop and Printer Maintenance Services   (Site not responding. Last check: 2007-10-03)
Product or Company Description: ATEC PC/TV graphics board Main Number: (615) 377-1156 Avance Logic Product or Company Description: Tech Support Main Number: (510) 226-7220 Avery Dennison Product or Company Description: pressure-sensitive and self-adhesive consumer products and label systems.
Main Number: (541) 317-0355 Fax: (541) 317-0430 World Wide Web: http://www.dublclick.com/ Dynamic Graphics Inc. Product or Company Description: Dynamic Graphics, Inc. is a service- oriented software development company offering solutions to spatial analysis problems in the petroleum, environmental, and earth-related sciences.
Systems Product or Company Description: Thomson Adv Graphics Controller board, Thomson EGA Ultra graphics board Main Number: (213) 568-1002 Thursby Software Systems, Inc. Product or Company Description: Makers of the Dave networking software that allows peer-to-peer sharing between PC and Macintosh computers.
www.americancomputersolutions.net /manuf.htm   (641 words)

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