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計(jì)算機(jī)設(shè)備名稱英語(yǔ)詞匯(4)

發(fā)表時(shí)間:2019/01/28 00:00:00  瀏覽次數(shù):2375  
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4、視頻

3D:(Three Dimensional,三維)

3DS(3D SubSystem,三維子系統(tǒng))

AE(Atmospheric Effects,霧化效果)

AFR(Alternate Frame Rendering,交替渲染技術(shù))

Anisotropic Filtering(各向異性過(guò)濾)

APPE(Advanced Packet Parsing Engine,增強(qiáng)形幀解析引擎)

AV(Analog Video,模擬視頻)

Back Buffer,后置緩沖Backface culling(隱面消除)

Battle for Eyeballs(眼球大戰(zhàn),各3D圖形芯片公司為了爭(zhēng)奪用戶而作的競(jìng)爭(zhēng))

Bilinear Filtering(雙線性過(guò)濾)

CEM(cube environment mapping,立方環(huán)境映射)

CG(Computer Graphics,計(jì)算機(jī)生成圖像)

Clipping(剪貼紋理)

Clock Synthesizer,時(shí)鐘合成器compressed textures(壓縮紋理)

Concurrent Command Engine,協(xié)作命令引擎Center Processing Unit Utilization,中央處理器占用率DAC(Digital to Analog Converter,數(shù)模傳換器)

Decal(印花法,用于生成一些半透明效果,如:鮮血飛濺的場(chǎng)面)

DFP(Digital Flat Panel,數(shù)字式平面顯示器)

DFS:( Dynamic Flat Shading動(dòng)態(tài)平面描影,可用作加速Dithering抖動(dòng))

Directional Light,方向性光源DME:( Direct Memory Execute直接內(nèi)存執(zhí)行)

DOF(Depth of Field,多重境深)

dot texture blending(點(diǎn)型紋理混和)

Double Buffering(雙緩沖區(qū))

DIR(Direct Rendering Infrastructure,基層直接渲染)

DVI(Digital Video Interface,數(shù)字視頻接口)

DxR:( DynamicXTended Resolution動(dòng)態(tài)可擴(kuò)展分辨率)

DXTC(Direct X Texture Compress,DirectX紋理壓縮,以S3TC為基礎(chǔ))

Dynamic Z-buffering(動(dòng)態(tài)Z軸緩沖區(qū)),顯示物體遠(yuǎn)近,可用作遠(yuǎn)景E-DDC(Enhanced Display Data Channel,增強(qiáng)形視頻數(shù)據(jù)通道協(xié)議,定義了顯示輸出與主系統(tǒng)之間的通訊通道,能提高顯示輸出的畫(huà)面質(zhì)量)

Edge Anti-aliasing,邊緣抗鋸齒失真E-EDID(Enhanced Extended Identification Data,增強(qiáng)形擴(kuò)充身份辨識(shí)數(shù)據(jù),定義了電腦通訊視頻主系統(tǒng)的數(shù)據(jù)格式)

Execute Buffers,執(zhí)行緩沖區(qū)environment mapped bump mapping(環(huán)境凹凸映射)

Extended Burst Transactions,增強(qiáng)式突發(fā)處理Front Buffer,前置緩沖Flat(平面描影)

Frames rate is King(幀數(shù)為王)

FSAA(Full Scene Anti-aliasing,全景抗鋸齒)

Fog(霧化效果)

flip double buffered(反轉(zhuǎn)雙緩存)

fog table quality(霧化表畫(huà)質(zhì))

GART(Graphic Address Remappng Table,圖形地址重繪表)

Gouraud Shading,高洛德描影,也稱為內(nèi)插法均勻涂色GPU(Graphics Processing Unit,圖形處理器)

GTF(Generalized Timing Formula,一般程序時(shí)間,定義了產(chǎn)生畫(huà)面所需要的時(shí)間,包括了諸如畫(huà)面刷新率等)

HAL(Hardware Abstraction Layer,硬件抽像化層)

hardware motion compensation(硬件運(yùn)動(dòng)補(bǔ)償)

HDTV(high definition television,高清晰度電視)

HEL: Hardware Emulation Layer(硬件模擬層)

high triangle count(復(fù)雜三角形計(jì)數(shù))

ICD(Installable Client Driver,可安裝客戶端驅(qū)動(dòng)程序)

IDCT(Inverse Discrete Cosine Transform,非連續(xù)反余弦變換,GeForce的DVD硬件強(qiáng)化技術(shù))

Immediate Mode,直接模式IPPR: (Image Processing and Pattern Recognition圖像處理和模式識(shí)別)

large textures(大型紋理)

LF(Linear Filtering,線性過(guò)濾,即雙線性過(guò)濾)

lighting(光源)

lightmap(光線映射)

Local Peripheral Bus(局域邊緣總線)

mipmapping(MIP映射)

Modulate(調(diào)制混合)

Motion Compensation,動(dòng)態(tài)補(bǔ)償motion blur(模糊移動(dòng))

MPPS:(Million Pixels Per Second,百萬(wàn)個(gè)像素/秒)

Multi-Resolution Mesh,多重分辨率組合Multi Threaded Bus Master,多重主控Multitexture(多重紋理)

nerest Mipmap(鄰近MIP映射,又叫點(diǎn)采樣技術(shù))

Overdraw(透支,全景渲染造成的浪費(fèi))

partial texture downloads(并行紋理傳輸)

Parallel Processing Perspective Engine(平行透視處理器)

PC(Perspective Correction,透視糾正)

PGC(Parallel Graphics Configuration,并行圖像設(shè)置)

pixel(Picture element,圖像元素,又稱P像素,屏幕上的像素點(diǎn))

point light(一般點(diǎn)光源)

point sampling(點(diǎn)采樣技術(shù),又叫鄰近MIP映射)

Precise Pixel Interpolation,精確像素插值Procedural textures(可編程紋理)

RAMDAC(Random Access Memory Digital to Analog Converter,隨機(jī)存儲(chǔ)器數(shù)/模轉(zhuǎn)換器)

Reflection mapping(反射貼圖)

ender(著色或渲染)

S端子(Seperate)

S3(Sight、Sound、Speed,視頻、音頻、速度)

S3TC(S3 Texture Compress,S3紋理壓縮,僅支持S3顯卡)

S3TL(S3 Transformation & Lighting,S3多邊形轉(zhuǎn)換和光源處理)

Screen Buffer(屏幕緩沖)

SDTV(Standard Definition Television,標(biāo)準(zhǔn)清晰度電視)

SEM(spherical environment mapping,球形環(huán)境映射)

Shading,描影Single Pass Multi-Texturing,單通道多紋理SLI(Scanline Interleave,掃描線間插,3Dfx的雙Voodoo 2配合技術(shù))

Smart Filter(智能過(guò)濾)

soft shadows(柔和陰影)

soft reflections(柔和反射)

spot light(小型點(diǎn)光源)

SRA(Symmetric Rendering Architecture,對(duì)稱渲染架構(gòu))

Stencil Buffers(模板緩沖)

Stream Processor(流線處理)

SuperScaler Rendering,超標(biāo)量渲染TBFB(Tile Based Frame Buffer,碎片紋理幀緩存)

texel(T像素,紋理上的像素點(diǎn))

Texture Fidelity(紋理真實(shí)性)

texture swapping(紋理交換)

T&L(Transform and Lighting,多邊形轉(zhuǎn)換與光源處理)

T-Buffer(T緩沖,3dfx Voodoo4的特效,包括全景反鋸齒Full-scene Anti-Aliasing、動(dòng)態(tài)模糊Motion Blur、焦點(diǎn)模糊Depth of Field Blur、柔和陰影Soft Shadows、柔和反射Soft Reflections)

TCA(Twin Cache Architecture,雙緩存結(jié)構(gòu))

Transparency(透明狀效果)

Transformation(三角形轉(zhuǎn)換)

Trilinear Filtering(三線性過(guò)濾)

Texture Modes,材質(zhì)模式TMIPM: (Trilinear MIP Mapping三次線性MIP材質(zhì)貼圖)

UMA(Unified Memory Architecture,統(tǒng)一內(nèi)存架構(gòu))

Visualize Geometry Engine,可視化幾何引擎Vertex Lighting(頂點(diǎn)光源)

Vertical Interpolation(垂直調(diào)變)

VIP(Video Interface Port,視頻接口)

ViRGE: (Video and Rendering Graphics Engine視頻描寫(xiě)圖形引擎)

Voxel(Volume pixels,立體像素,Novalogic的技術(shù))

VQTC(Vector-Quantization Texture Compression,向量紋理壓縮)

VSIS(Video Signal Standard,視頻信號(hào)標(biāo)準(zhǔn))

v-sync(同步刷新)

Z Buffer(Z緩存)


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