Real-Time Rendering(3) chapter 3 GPU

1999 NVIDIA's GeForce256 (GPU)
programmable shader -> control GPU
on the fly

3.1 GPU Pipeline Overview
GPU : geometry & rasterization
configurability
programmability
vertex shader
geometry shader?
pixel shading?
programmable shader

3.2 The Programmable Shader Stage
common-shader core
unified shader?
common-shader core is API
commonality
Nonetheless, 
C-like shading language : HLSL, Cg, GLSL
intermediate language (IL)
shader model?
assembly language
machine language
virtual machine
shading language compiler
4-way SIMD(single-instruction multiple-data)
bit mask
swizzling?

3.5 The Geometry Shader
2006
optional
geometry shader?

metaball isosurface tessellation?
fractal subdivision?

3.8 Effects
Gooch shading

いったん飛ばし、chapter4 Transformを先に読みます。


Real-Time Rendering
Real-Time RenderingTomas Akenine-Moller

A K Peters Ltd 2008-07-31
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