Programming Graphics Hardware

Abstract
The presentation gives the big picture for the entire tutorial. It introduces the notions and frameworks that will be revisited in more details during the following presentations: Overview of the tutorial. Real-time graphics concept. Graphics pipeline concept.How the graphics pipeline maps to the PC architecture (CPU <-> GPU). Controlling the GPU from the CPU: The driver and 3D API (OpenGL, Direct3D). Evolution of the PC graphics pipeline and 3D APIs through time from fixed function pipeline to today's programmable pipeline, with introduction to z-buffering, texturing, TnL, multi-texturing, anti-aliasing, vertex and pixel shaders. Review of real-time graphics applications.
Description

        
@inproceedings{
:10.2312/egt.20041034
, booktitle = {
Eurographics 2004 - Tutorials
}, editor = {}, title = {{
Programming Graphics Hardware
}}, author = {
Zeller, Cyril
and
Fernando, Randy
and
Wloka, Matthias
and
Harris, Mark
}, year = {
2004
}, publisher = {
Eurographics Association
}, ISSN = {
1017-4656
}, ISBN = {}, DOI = {
/10.2312/egt.20041034
} }
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