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Abstract: of power and realismenhancing features such as per-pixel shading, the GeForce2 Ultra provides the , the NVIDIA Shading RasterizerTM (NSR), ground-breaking technology that enables advanced per-pixel shading capabilities. The NSR allows per-pixel control of all the visual and material components used to , Colored lights NVIDIA Shading Rasterizer ­ Real-time per-pixel effects ­ Dot3 bump mapping ­ Emboss , /down scaling ­ Per-pixel color keying ­ Multiple video windows supported for CSC and filtering ­ ... Original
datasheet

2 pages,
184.53 Kb

geforce 8 tnt2 geforce riva tnt 2 nvidia register vga nvidia GeForce2 GeForce2 MX nvidia quadro2 pro RIVA-128ZX vga nvidia datasheet NVIDIA geforce chip nvidia* gpu NVIDIA riva tnt 128 datasheet abstract
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Abstract: GTS-is the world's first real-time, per-pixel shading family of processors. Combined with NVIDIA's , ), ground-breaking technology that enables advanced per-pixel shading capabilities. The NSR allows perpixel control , per-pixel effects ° Dot3 bump mapping ° Emboss bump mapping ° BRDF ° Multitexture and multipass ° , compensation ° 5-tap horizontal by 3-tap vertical filtering ° 8:1 up/down scaling ° Per-pixel color keying , G E F O R C E 2 F A M I LY PRODUCT OVERVIEW 10.01v01 WORLD'S FIRST SHADING GPU PRODUCT ... Original
datasheet

2 pages,
70.05 Kb

vga nvidia datasheet vga nvidia per-pixel shading NVIDIA geForce NVIDIA CORPORATION GeForce2 nvidia chip geforce NVIDIA datasheet abstract
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Abstract: per-pixel shading technology. Wood looks like wood, satin looks like satin and metal looks like metal. , of features, including: · Hardware transform and lighting (T&L) · Per-pixel shading effects , terrain as well, and the flat ground looks artificial. Real-time, per-pixel shading effects offer a , per-vertex hardware lights, whereas the background lighting is per-pixel shading effects using texture maps. , hardware transform and lighting, per-pixel shading, and cube environment mapping, users will be able to ... Original
datasheet

10 pages,
1110.27 Kb

tnt2 geforce NVIDIA CORPORATION artificial intelligence today NVIDIA geforce chip NVIDIA GeForce 480 NVIDIA riva tnt 128 nvidia tnt2 geforce riva tnt 2 GeForce2 MX GeForce2 NVIDIA geforce nvidia chip datasheet abstract
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Abstract: It offers full support for hardware transform and lighting, advanced, per-pixel shading, cube , Per-pixel shading effects, multi-texturing and dot3 bump mapping DVD playback in current performance ... Original
datasheet

5 pages,
146.51 Kb

NVIDIA Confidential nvidia chip video geforce 1400X1050 GeForce2 NVIDIA CORPORATION NVIDIA GPU nvidia nvidia chip datasheet abstract
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Abstract: , per-pixel shading operations, a fill rate of up to 350M pixels per second and an internal 8X AGP interface , NVIDIA Shading Rasterizer (NSR) ° Integrated 2nd Generation T&L Engine ° 32-bit Color with 32-bit Z ... Original
datasheet

2 pages,
471.09 Kb

NVIDIA nForce 4 nvidia mcp geforce nForce NVIDIA nForce application nvidia NVIDIA nForce datasheet abstract
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Abstract: : Per-pixel versus Per-vertex Per-vertex: computations at vertices, interpolate vertex results across pixels Per-pixel: shading computations at each pixel, example: 2D texture Per-vertex versus Per-pixel Granularity for shading computations · Per-pixel computes shading at surface's every pixel · Per-pixel computes shading at surface's every pixel ­ More accurate, but more expensive ­ More accurate , parameters interpolated per-vertex parameters Per-pixel Texturing and Shading Dataflow Interpolate ... Original
datasheet

79 pages,
2070.18 Kb

VECTOR GHT -453 NVIDIA CORPORATION integrating sphere geforce OpenGL NVIDIA geforce eraser nvidia* gpu NVIDIA GPU datasheet abstract
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Abstract: Dot Product Texture Blending and Per-Pixel Lighting Sim Dietrich Please send me comments , properly compute the lighting on a per-pixel basis. But with the traditional approach of specifying , any pixel resolution up to 2048x2048 in size. Now let's see how we can achieve a per-pixel surface , some other constant value. The position is implicitly calculated per-pixel and is not explicitly , , D3DTA_SPECULAR); We achieve a per-pixel dot product. This can be used as part of a lighting equation. The ... Original
datasheet

12 pages,
147.1 Kb

per-pixel shading geforce datasheet abstract
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Abstract: multi-texturing · High Quality Texture Filtering, including Anisotropic · NVIDIA Shading Rasterizer (NSR) ° Real-time per-pixel effects ° Per-pixel dot3 bump mapping ° Per-pixel lighting and shading ° BRDF , by 3-tap vertical filtering ° 8:1 up/down scaling ° Per-pixel color keying ° Multiple video , for multiple displays on a single GPU, Digital Vibrance Control, and the NVIDIA Shading ... Original
datasheet

2 pages,
63.11 Kb

nvidia register nvidia quadro2 pro nvidia datasheet NVIDIA CORPORATION nvidia datasheet abstract
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Abstract: colors, Z/stencil buffer ° High quality texture filtering, including anisotropic ° Advanced per-pixel lighting, texturing, and shading ° Cube environment mapping ° DirectX and S3 texture compression ° Complete DirectX 7 support · NVIDIA Shading Rasterizer (NSR) · High-Definition Video Processor (HDVP) ° , :0) ° 5-tap horizontal by 3-tap vertical filtering ° 8:1 upscaling and downscaling ° Per-pixel ... Original
datasheet

2 pages,
112.37 Kb

vga nvidia datasheet NVIDIA geforce chip geforce NVIDIA CORPORATION GeForce2 3d monitor video NVIDIA geforce nvidia chip nvidia GeForce2 MX GeForce2 MX 400 datasheet abstract
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Abstract: SVGA · 6 bitmap layers with per-pixel transparency · Video layer for RGB video or YUV video · Colour , constant transparency or an alpha channel for per-pixel blending. This technique allows semitransparent , ROP (Raster OPerations), pattern filling and alpha blending of bitmaps using per-pixel blending. , The line drawing supports edge antialiasing, Gouraud shading and patterned lines. Texture mapping and ... Original
datasheet

4 pages,
51.39 Kb

yuv-to-rgb colour tv video ic PD72255Y uPD72255 uPD72255Y UPD72255YF1 VR4122 bitblt raster Ravin-E VR4131 uPD72255YF1-GA1 PD72255Y abstract
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Extended Electronics Archive (Experimental)

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Over 1.1 million files (1986-2013): html articles, reference designs, gerber files, chemical content, spice models, programs, code, pricing, images, circuits, parametric data, RoHS data, cross references, pcns, military data, and more. Please note that due to their age, these files do not always format correctly in modern browsers. Disclaimer.
 
. Each pixel is interpolated separately, producing a simulation of a curved surface. Shading, Gourand - Gouraud shading makes objects appear to have a matte finish, with no specular components. The per polygon and per pixel calculation load is moderate. Shading, Phong - darkening or lightening each pixel , with specular components. The per polygon load is moderate, but the per pixel calculation load is the Z (depth) information per pixel. The Z axis is perpendicular to the X and Y axis of the screen
www.datasheetarchive.com/files/intel/techno~1/3d/docs/glossary.htm
Intel 12/11/1998 8.91 Kb HTM glossary.htm
. Each pixel is interpolated separately, producing a simulation of a curved surface. Shading, Gourand - Gouraud shading makes objects appear to have a matte finish, with no specular components. The per polygon and per pixel calculation load is moderate. Shading, Phong - darkening or lightening each pixel , with specular components. The per polygon load is moderate, but the per pixel calculation load is the Z (depth) information per pixel. The Z axis is perpendicular to the X and Y axis of the screen
www.datasheetarchive.com/files/intel/techno~1/3d/docs/glossary-v1.htm
Intel 10/02/1999 8.9 Kb HTM glossary-v1.htm
which images are transferred from memory · Per pixel effects Per pixel effects create more realistic shading, fogging and blending of visual images · Eight-bit paletted
www.datasheetarchive.com/files/texas-instruments/data/www.ti.com/sc/docs/news/1997/97027.htm
Texas Instruments 18/01/2000 10.14 Kb HTM 97027.htm
store images and increases the speed at which images are transferred from memory · Per pixel effects Per pixel effects create more realistic shading, fogging and blending of visual
www.datasheetarchive.com/files/texas-instruments/data/sc/docs/news/1997/97027.htm
Texas Instruments 08/02/1999 6.84 Kb HTM 97027.htm
which images are transferred from memory · Per pixel effects Per pixel effects create more realistic shading, fogging and blending of visual images · Eight-bit paletted
www.datasheetarchive.com/files/texas-instruments/data/wwwti~1.com/sc/docs/news/1997/97027.htm
Texas Instruments 17/01/2000 10.14 Kb HTM 97027.htm
Variable Length Vertex Formats Per Pixel Accuracy Bump Mapping Flat and Gouraud Shading MIP-mapping with Bilinear Filtering Eleven Levels of Detail Z-buffering Per Pixel Perspective Correct Texture Mapping Texture Sizes from 1x1 to 1024x1024 Pixels
www.datasheetarchive.com/files/intel/products two & tools/design/graphics/752/752ft.htm
Intel 30/04/1999 30.26 Kb HTM 752ft.htm
-aliasing support Floating point or fixed point input Top Texture Mapping True per-pixel Ergonomic refresh rates 8-, 16-, 24-, and 32-bit color depth Packed pixel formats Per-pixel, Per bitmaps Gouraud and flat shading Depth (Z) buffering Fog and depth-cueing Alpha blending
www.datasheetarchive.com/files/texas-instruments/data/sc/docs/msp/multimed/tech20.htm
Texas Instruments 08/02/1999 9.25 Kb HTM tech20.htm
memory · Per pixel effects Per pixel effects create more realistic shading
www.datasheetarchive.com/files/texas-instruments/data/sc/docs/integrat/97june/tvp4020.htm
Texas Instruments 08/02/1999 12.13 Kb HTM tvp4020.htm
Per Pixel Perspective Correct Texture Mapping Texture Visual Enhancements Flat and Gouraud Shading
www.datasheetarchive.com/files/intel/design/graphics/740ft-v1.htm
Intel 05/05/1998 20.64 Kb HTM 740ft-v1.htm
Per Pixel Perspective Correct Texture Mapping Texture Visual Enhancements Flat and Gouraud Shading
www.datasheetarchive.com/files/intel/design/graphics/740/740ft-v1.htm
Intel 01/02/1999 26.69 Kb HTM 740ft-v1.htm