Programming Graphics Hardware
dc.contributor.author | Zeller, Cyril | en_US |
dc.contributor.author | Fernando, Randy | en_US |
dc.contributor.author | Wloka, Matthias | en_US |
dc.contributor.author | Harris, Mark | en_US |
dc.date.accessioned | 2015-11-12T08:23:44Z | |
dc.date.available | 2015-11-12T08:23:44Z | |
dc.date.issued | 2004 | en_US |
dc.description.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. | en_US |
dc.description.seriesinformation | Eurographics 2004 - Tutorials | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egt.20041034 | en_US |
dc.publisher | Eurographics Association | en_US |
dc.title | Programming Graphics Hardware | en_US |
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