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