Today, when multimedia is so popular, people enjoy a variety of wonderful visual feasts, all thanks to the development of a basic technology: graphics acceleration technology. So how is the graphics acceleration function specifically implemented?
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In addition to work, cool special effects 3D movies, scene-realistic large-scale games are the main pastime of people, these "high on" image and video effects are inseparable from an important computer technology: graphics acceleration. So let's take a look at what is "image acceleration" now.
The first thing to note is that the plain text era has long since left us. Today's Windows interface is completely graphics-based. The text that we see on the screen is actually Windows scheduling "painting" word program, read the font from the hard disk, and then draw it on the screen, which shows the text we see.
Everyone should have had this experience: waiting for the Windows program to run for a long time is unbearable. This is because Windows, a graphical interface operating system, runs a large number of window graphics at the same time, and takes up most of the CPU's performance to process these graphics, thus causing poor performance of the PC system. For example, the headache is "loading."
In order to improve the overall performance of the system, you need to try to speed up the processing and display speed of the graphics. This is also the significance of developing graphics acceleration, let's take a look at the brief growth experience of graphics acceleration technology:
1. No acceleration phase
The graphics at this stage are relatively simple, and the drawing work is all done by the CPU. After completing the operations of generating, transforming, and coloring the graphics, the CPU copies the processed graphics data from the storage device row by row to the display terminal controller, and the display terminal controller controls its display. Since the amount of data for graphics processing is large and all is completed by the CPU, the burden on the CPU is heavy, so the graphics processing capability at this stage is low, and the graphics are relatively simple.
2, 2D acceleration phase
2D acceleration, to be straightforward, is to let the graphics card act as a "porter." The corresponding data on the graphics card completes the copying, transfer control and display control of the graphics data from the memory to the display. The CPU only needs to focus on the graphics processing and data generation. In this way, the processing and transmission of graphic data can work in parallel, which improves the processing efficiency and the display speed, and reduces the burden on the CPU to some extent.
3, 3D acceleration phase
Although the 2D acceleration technology uses the graphics card to complete the graphics transfer and share part of the work of the CPU, the large amount of data processing of the graphics is too heavy for the CPU. It has been found through research that some algorithms involved in graphics processing are simple and fixed, and can be completed with corresponding circuits, thus laying the foundation for the emergence of 3D acceleration technology.
3D graphics are represented by a number of triangles. The idea of ​​using triangles to form 3D graphics is the same as that of integrating, that is, using a myriad of planes to represent surface graphics. In 3D, the general surface graphics are replaced by a set of approximate planar graphics. Techniques such as texture, illumination, and rendering are introduced, and the 3D effect is realized by the visual difference simulation of the human eye.
3D acceleration technology is to transfer fixed algorithms in 3D graphics processing technology, such as setting, mapping, lighting, rendering, etc. to the graphics card, using the electronic circuit in the graphics card to complete these tasks, the CPU only uses the parameters required to provide these operations, This controls the firmware to work. 3D acceleration technology frees the CPU from heavy graphics operations, increasing processing speed.
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