Some additional random terms:
Rasterization: The process of converting a primitive (line, polygon) from a geometric description to a sequence of pixels for further per-pixel processing later on. (? - want input on this one)
Frame buffer (take 2): A data buffer that contains a set of data for each pixel on the screen - includes RGB color data and may include additional data, like Alpha, Z and Stencil, as well.
Pixel Shader: A program that is run for each pixel that is rendered. Also used for a rendering system capable of running such programs. The pixel shading functionality normally appears as a replacement for multitexturing in the 3d pipeline. Under the DirectX API, version 8 and up, pixel shaders are given version numbers to indicate their exact capabilities.
Triple-buffering: The use of 3 buffers for rendering.Triple buffering allows the frame being displayed to be swapped on V-sync only, while not stalling the renderer when waiting for V-sync. To fully understand how triple-buffering works, each buffer can be considered to be in one of 4 states:
- Being rendered to
- Waiting to be displayed
- Currently being displayed
- Invalid (contains stale data)
At any given time, one of the 3 buffers is being rendered to, and another one is being displayed. The third buffer may be either waiting or invalid. If there is a waiting buffer at the time of V-sync, then the waiting buffer is changed to being displayed, whereas the buffer that was being displayed is put in the 'invalid' state. Now, when the renderer is finished rendering a frame, it will put that frame in the 'waiting' state, then grab the buffer that was in the 'invalid' state and start rendering to it. (If the renderer is faster than the monitor display rate, there will at times be multiple 'waiting' buffers and no 'invalid' buffers for the renderer to grab. In this case, the renderer can either wait or reuse one of the 'waiting' buffers)
This way, one can achieve the same framerate as when doing double-buffering without waiting for V-sync without suffering the frame tearing that would result from swapping displayed buffers mid-frame.
Gamma correction: The color intensity that is displayed on a standard monitor is related to the video signal from the RAMDAC in a non-linear manner. The relationship is typically roughly like this: output = constant * input^2.2 . Gamma correction is the process of correcting for this nonlinearity before the video signal leaves the RAMDAC - it is typically implemented as part of the RAMDAC functionality. Gamma correction tends to reduce the effective color precision slightly.