A-Buffer (A cache)
Use supersampling to solve the sawtooth problem. The specific method is to use multiple times to render the scene and make the position of each rendered image move slightly. When the whole rendering process is finished, all the images are superimposed. Because each image has different positions, it can be filled. The gap between the images. This effect supports areas such as depth of field, soft light, and motion blur. Because this method is too demanding on the system, it is limited to high-end graphics workstations.
T-Buffer (T-cache)
A similar effect to A-cache is published by 3DFX, but the operation is greatly simplified. Supports full scene anti-aliasing, motion blur, focus blur, soft light and reflection. String 1
Double Buffering (double buffer processing)
Most 3D accelerator cards that support OpenGl will provide two sets of graphics screen information. These two sets of graphical picture information are usually looked at "front buffer" and "back buffer". The display card uses the "front buffer" to store the screen being displayed, while the next screen is already in the "back buffer". Then the display card will swap the two caches, the "back buffer" screen will be displayed, and at the same time draw the next cell in the "front buffer" to stand by, thus forming a complementary way of working continuously, The speed quickly responded to changes in the picture.
IK (reverse movement)
Inverse kinematics (IK) inverse motion is a physical movement that uses the displacement and direction of motion of a parent object to inherit the resulting information into its children.
Kinematic Chain (forward link movement)
Kinematic Chain Forward Link Motion is the definition of a single hierarchical branch that moves a child object under its branch along the link point of the parent object.
NURBS
Non-Uniform Rational B-Splines (NURBS) is an interactive 3D model curve & surface technology. Now NURBS is already the standard for the 3D modeling industry.
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