- 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
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