Zeller, CyrilFernando, RandyWloka, MatthiasHarris, Mark2015-11-122015-11-1220041017-4656https://doi.org/10.2312/egt.20041034The 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.Programming Graphics Hardware