Programming Graphics Hardware

dc.contributor.authorZeller, Cyrilen_US
dc.contributor.authorFernando, Randyen_US
dc.contributor.authorWloka, Matthiasen_US
dc.contributor.authorHarris, Marken_US
dc.date.accessioned2015-11-12T08:23:44Z
dc.date.available2015-11-12T08:23:44Z
dc.date.issued2004en_US
dc.description.abstractThe 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.seriesinformationEurographics 2004 - Tutorialsen_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttps://doi.org/10.2312/egt.20041034en_US
dc.publisherEurographics Associationen_US
dc.titleProgramming Graphics Hardwareen_US
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