woo@WOONEXT.DSRD.ORNL.GOV (John W. Wooten) (09/21/90)
Help! If anyone knows the definition of any of these terms, please call me or send e-mail. Also, if you know of workstation terms (those relevant to graphics) that are not on this list, please let me know. Thanks. real-time texture mapping and stamping sub-pixel positioning texture storage double-buffered alpha, texture alpha, and stencil "accumulation buffer" for real-time interactive special effects (motion blur, progressive anti-aliasing of full scenes, depth-of-field simulation) polygons per second (Z-buffered, lighted, with perspective, in triangle mesh) RGB anti-aliased 3D (connected) vectors per second screen-clear rate (What's a good value for this?) perspective interpolation deformation animation hardware-assisted interference checking alpha blending polyhedron primitive