Interpretation of terms used in 3D graphics technology

3D API (3D API)

The Application Programming Interface (API) API is a large collection of many programs. The 3D API allows programmers to design 3D software by simply calling the programs in its API, allowing the API to automatically communicate with the hardware drivers and launch powerful 3D graphics processing functions within the 3D chip, thereby greatly improving the 3D program. Design efficiency. Almost all 3D acceleration chips have their own dedicated 3D APIs. The commonly used 3D APIs are DirectX, OpenGL, Glide, Heidi and so on.

Direct 3D

The API developed by Microsoft for PC in 1996 is compatible with Windows 95, Windows NT and Power Mac operating systems. It can bypass the graphical display interface (GDI) and directly implement the underlying operations of various hardware supporting the API. The speed of the game is running, and it is basically free to use. Because of the compatibility with all aspects, DirectX is more cumbersome to use and has no optimal performance. In the actual 3DS MAX application, the effect is normal, and display errors will occur, but it is faster than software acceleration.

OpenGL (Open Graphics Interface)

It is the standard application interface for complex 3D graphics design evolved from IRIS GL developed by SGI. It features porting between different platforms; it can also work in parallel on client/server systems. The efficiency is much higher than Direct 3D, so it is the preferred 3D API for 3D game developers. However, this has made many beautiful 3D games only support 3Dfx's VOODOO series 3D accelerator cards when they were first introduced, while other types of 3D accelerator cards have to wait for their manufacturers to provide patches for the game. Since the OpenGL library provided by the 3D accelerator card for games is not complete, display errors will occur in 3DS MAX, but it is much better than Direct 3D!

Heidi

Also known as Quick Draw 3D, is a specification proposed by Autodesk. It uses a purely immediate mode interface that directly controls the graphics hardware; it can call the hardware acceleration of all graphics cards. Currently, applications using the Heidi system include 3D Studio MAX animation programs, Auto CAD and 3D Studio VIZ. Autodesk develops WHIP acceleration drivers for these software separately, so the performance is very impressive!

Glide

It is a dedicated 3D API for the Voodoo series developed by 3dfx. It is the first widely used program interface in the PC gaming space, and its biggest feature is ease of use and stability. With the rise of D3D and OpenGL, it has gradually lost its original status.

PowerSGL

It is a program interface dedicated to NEC's PowerVR series chips.

3D Features: Alpha Blending

Simply put, this is a technique for making 3D objects transparent. The 3D object displayed on the screen has three sets of values ​​of red, green and blue in each pixel. If the pixel is allowed to have a set of alpha values ​​in a 3D environment, we call it an alpha channel. The content of the alpha value is the transparency of the recorded pixel. This allows each object to have a different degree of transparency. For example, glass has a high degree of transparency, and a piece of wood may have little transparency. The function of α blending is to treat the two objects on the screen, and also consider the alpha value to make it look close to the real object.

Fog Effect

The atomization effect is a relatively common feature of 3D. The effects of smoke, explosion flame and white clouds seen in the game are the result of atomization. Its function is to create a specified area enveloped in a smog effect, which can ensure the authenticity of the vision, but also reduce the rendering workload of 3D graphics.

Attenuation

In the real world, the intensity of light decreases as distance increases. This is because of the diffraction of the particles in the air, and in 3D Studio MAX, the scene is in the ideal "vacuum", theoretically no such phenomenon appears. But this phenomenon does not match the real world, so in order to achieve the simulation of real effects, adding this option to the light can artificially produce this effect!

Perspective Correction

It uses mathematical operations to ensure that part of the image attached to the object will align correctly in the direction of disappearance of the perspective.

Anti-aliasing (anti-aliasing)

Simply put, the application of the grading technique is to moderate the "jaggies" of the edges of the graphics and to make the edges smoother. Anti-aliasing is a relatively complex technology and has always been a major feature of high-end accelerator cards. Most of the current low-end 3D accelerator cards do not support anti-aliasing.

Adaptive Degradation (shows moderate degradation)

When dealing with complex scenes, when the user adjusts the camera, due to too many objects to be calculated, the entire dynamic display process cannot be smoothly and smoothly, which affects the display speed. In order to avoid this phenomenon, when you open Adaptive Degradation in 3D Studio MAX, the system automatically displays the objects in the scene in a simplified way to speed up the operation, of course, if you are using 20,000-30,000 professional graphics cards Ignore it completely!

Z-Buffer (Z-cache)

Z-buffering is a technique for performing "hidden face elimination" when coloring objects, so the parts behind the hidden objects are not displayed.

A set of data is used in each pixel in a 3D environment to define the vertical depth (ie, the Z-axis coordinate value) of the pixel as it is displayed. The higher the number of bits used by the Z Buffer, the more accurate the sense of depth of the object provided by the card. The current 3D accelerator cards generally support 16-bit Z Buffer, and some new advanced cards can already support 32-bit Z Buffer. For a more complex 3D model with many object connections, it is important to have more bits to express the sense of depth. 3D Studio MAX supports up to 64-bit Z-buffer.

W-Buffer (W cache)

Similar to Z-buffer, but with higher precision and smaller range of action, it can handle the position of the object more carefully.

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