Texture mapping unit
Teerthanker Mahaveer University, which has been established under the Uttar Pradesh Govt. Act No. 30 of 2008 to facilitate and promote teaching, research and extension work in emerging areas of higher education with focus on professional education in the disciplines of engineering, technology, management, dentistry, pharmacy, education, nursing, medicine, architecture, para-medical sciences, hospital administration, library science and law & legal studies etc.
The university has developed 15 constituent colleges and 5 independent teaching departments through which it is offering wide variety of programs that have high employability potential (details of courses offered is attached for your ready reference), and has a strength of over 14,000 students. In a short span of time, the university thus has emerged as a catalyst in socio-economic transformation of the region, which is considered as backward on socio-economic parameters.
Background and history
Teerthanker Mahaveer University is a Jain Minority State Private University established by Act No. 30 of 2008 of the Government of Uttar Pradesh and has been approved by University Grants Commission (UGC) under Section 2(f) of UGC Act, 1956. The university is located on National Highway-24 and is barely 144 Kms from National Capital, New Delhi. The University stand committed to the ideals of Lord Mahaveer i.e. Right Philosophy, Right Knowledge, and Right Conduct in all its operations and aspires to be recognized as an ultimate destination for world-class education.
The university owes its origin to Teerthanker Mahaveer Institute of Management and Technology (TMIMT), which forayed into professional education in the year 2001 by offering courses such as BBA, BCA, MCA, MBA, B. Ed, M. Ed and B. Sc. (Home Science). After the university came in to existence in 2008, these programs are being run under the TMIMT and Department of Home Science. Subsequently colleges/departments like: Dental, Medical, Engineering, Pharmacy, Nursing, Para-medical Sciences, Physiotherapy, Architecture, Law, Journalism, Physical Education, Polytechnic, Social Work, Hospital Administration, Library Science, Fine Arts, Centre for Language Studies, Centre for Jain Studies and Directorate of Distance Education have been created to meet the rising aspirations of the youth.
Currently the university offers wide range of programs having high employability potential through its fifteen on campus colleges and seven independent teaching departments. The university has made extensive collaborative arrangements with leading national and international institutions to ensure quality. The programs are designed and reviewed in consultation with professional organizations and industry experts in order to provide a strong academic rigor and industrial perspective and are delivered by excellent faculty, who are known for their dedication to teaching and research, and close ties with the national and international academic and business community.
The programs are conducted in highly conducive learning environment which seeks to develop the power for critical thinking and analysis. We understand that students and professionals with communication and language skills are better able to explore ideas, gain critical and analytical skills and develop an understanding of what it is like to work in a global environment; hence we apply modern teaching practices placing strong emphasis on oral and written skills.
Geometry
3D scenes are generally composed of two things: 3D geometry, and the textures that cover that geometry. Texture units in a video card take a texture and 'map' it to a piece of geometry. That is, they wrap the texture around the geometry and produce textured pixels which can then be written to the screen. Textures can be an actual image, a light map, or even bump mapping.
Texture Fill Rate
To render a 3D scene, textures are mapped over the top of polygon meshes. This is called texture mapping and is accomplished by texture mapping units (TMUs) on the videocard. Texture fill rate is a measure of the speed with which a particular card can perform texture mapping.
Though pixel shader processing is becoming more important, this number still holds some weight. Best example of this is the X1600 XT. This card has a 3 to 1 ratio of pixel shader processors/texture mapping units. As a result, the X1600 XT achieves lower performance when compared to other GPUs of the same era and class (such as nVidia's 7600GT) [citation needed]. In the mid range, texture mapping can still very much be a bottleneck. However, at the high end, the X1900 XTX has this same 3 to 1 ratio, but does just fine because screen resolutions top out and it has more than enough texture mapping power to handle any display.
Details
Texture Mapping Units (TMUs)
Pipelines
A pipeline is the graphics card's architecture, which provides a generally accurate idea of the computing power of a graphics processor.
A pipeline isn't formally accepted as a technical term. There are different pipelines within a graphics processor as there are separate functions being preformed at any given time. Historically, it has been referred to as a pixel processor that is attached to a dedicated TMU. A Geforce 3 had four pixel pipelines, each of which had two TMUs. The rest of the pipeline handled things like depth and blending operations.
The ATI Radeon 9700 was first to break this mould, by placing a number vertex shader engines independent of the pixel shaders . The R300 GPU used in the Radeon 9700 had four global vertex shaders, but split the rest of the rendering pipeline in half (it was, so to speak, dual core) each half, called a quad, had four pixel shaders, four TMUs and four ROPs.
Some units are used more than others, and in an effort to increase the processor's entire performance, they attempted to find a "sweet spot" in the number of units needed for optimum efficiency without the need for excess silicon. In this architecture the name pixel pipeline lost its meaning as pixel processors were no longer attached to single TMUs.
The vertex shader had long been decoupled, starting with the R300, but the pixel shader was not so easily done, as it required colour data (e.g. texture samples) to work with, and hence needed to be closely coupled to a TMU.
Said coupling remains to this day, where the shader engine, made of units able to run either vertex or pixel data, is tightly coupled to a TMU but has a crossbar dispatcher between its output and the bank of ROPs
Render Output Pipelines (ROPs)
The Render Output Pipeline is an inherited term, and more often referred to as the render output unit. Its job is to control the sampling of pixels (each pixel is a dimensionless point), so it controls antialiasing, where more than one sample is merged into one pixel. All data rendered has to travel through the ROP in order to be written to the framebuffer, from there it can be transmitted to the display.
Therefore, the ROP is where the GPU's output is assembled into a bitmapped image ready for display.