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Z-buffering Print
May 2011
Z-buffering is an algorithm used in 3-D graphics to ensure that perspective works the same way in the virtual world as it does in the real one: a solid object in the foreground will block the view of one behind it. You've seen this illustrated in the real world when someone stands between you and the television screen. Z-buffering is a type of algorithm known as a Visual Surface Determination (VSD) algorithm.

Z-buffering works by testing pixel depth and comparing the current position ( z coordinate ) with stored data in a buffer (called a z-buffer ) that holds information about each pixel's last postion. The pixel in the closer position to the viewer is the one that will be displayed, just as the person in front of the television is what the viewer sees rather than the screen.

Z-buffering is one of three VSD algorithms commonly used for this purpose. The other two, BSP trees and depth sorting, work with polygons and consequently are less effective for portrayal of movement and overlap. Since it works at the pixel level, z-buffering can be demanding in terms of memory and processing time. Nevertheless, its more complex and life-like simulation of real-world object dynamics ensures its continuing popularity as a 3-D graphics development tool.

z_buffering.png


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Multiple or Mosaic displays Print
May 2011
Span applications across multiple screens
  • Bezel correction
  • Task bar spanning
  • Projector overlap
  • Unified Desktop
Mosaic technology easily spans any application across multiple displays without software customization or performance degradation.
See a sample of configurations below:

singleconfiguration.png
4-card-configuration.png

Mosaic technology present multiple-display configurations as a single display to the operating system. You can easily configure your solution using the NVIDIA control panel.

Compatible Quadro solutions:

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Multiple or Mosaic displays Print
May 2011
Span applications across multiple screens
  • Bezel correction
  • Task bar spanning
  • Projector overlap
  • Unified Desktop
Mosaic technology easily spans any application across multiple displays without software customization or performance degradation.
See a sample of configurations below:

singleconfiguration.png
4-card-configuration.png

Mosaic technology present multiple-display configurations as a single display to the operating system. You can easily configure your solution using the NVIDIA control panel.

Compatible Quadro solutions:

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Shader Print
May 2011
  • Set of software instructions used to calculate rendering effects on graphics hardware with a high degree of flexibility.
  • There are different types of Shaders to perform different functions in a Graphics pipeline. (Refer to diagram below)
Graphics Pipeline
• Break a big job into individual stages
• Do multiple things at once so there are no idle stages
pipeline.JPG



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Shader Print
May 2011
  • Set of software instructions used to calculate rendering effects on graphics hardware with a high degree of flexibility.
  • There are different types of Shaders to perform different functions in a Graphics pipeline. (Refer to diagram below)
Graphics Pipeline
• Break a big job into individual stages
• Do multiple things at once so there are no idle stages
pipeline.JPG



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