Introduction



  • Goals
    • Rendering effects targeted
    • Computations required
  • Shaders
    • Need for programmability
    • Role of texture maps
  • API Extensions
    • Texture coordinate generation
    • Programmable multitexturing
    • API as hardware abstraction
    • Metaprogramming
  • Implementation Architectures
    • SIMD: Processor-enhanced memory
    • Vector: Multipass
    • Pipelined: Programmable multitexturing
      • Staggered SIMD
      • Synchronous Dataflow