Graphics Architecture, Winter 2009

Graphics Architecture, Winter 2009

By John Owens
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Graphics Architecture, Winter 2009 episodes

  • Parallelism
    In our final content lecture, we look at how to parallelize the graphics pipeline. What is challenging about parallelizing the GPU? What are the ways we could parallelize it? We discuss the sorting taxonomy of parallelism strategies, look at different ways to communicate within a multi-node system, and analyze the taxonomy using historical graphics architectures.
    1 hr 5 min
  • Juggling the Pipeline
    We turn away from a fixed-function graphics pipeline and explore what we can do with a user-programmable pipeline, where not only pipeline stages but also the structure of the pipeline can be customized. We look at Reyes, delay streams, and the programmable culling unit.
    1 hr 17 min
  • Composition/display
    The final stage of the graphics pipeline is composition/display. In this lecture we look at antialiasing algorithms, compositing, the depth buffer, and monitors. [Note: The beginning part of this lecture is the remainder of the rasterization lecture, and this lecture spills into the overflow lecture.]
    1 hr 12 min
  • Texture
    Texturing is the process of applying images to geometry. We look at the function of texture and how we filter texture, and then how graphics hardware has implemented texturing. We also look at texture caching and texture compression. [Note: The first part of this lecture is the remainder of the rasterization lecture, and texturing spills into the next "composition/display" lecture.]
    1 hr 17 min
  • Rasterization
    Rasterization is the GPU stage that produces fragments from screen-space triangles. We look at both pixel coverage and parameter interpolation algorithms. We also discuss perspective correction and look at historical SGI machines.
    [Note: The rasterization part of this lecture starts in the middle of the lecture and spills over into the texture lecture.]
    1 hr 20 min
  • Geometry
    In this lecture, we take a close look at the geometry stage of the graphics pipeline: transformations, homogeneous coordinates, the OpenGL lighting model, primitive assembly, clipping, and culling. We also look at ways to save computation and bandwidth: vertex arrays, vertex caches, and geometry compression. [Note: This lecture spills over into the "rasterization" lecture.]
    1 hr 22 min

About Graphics Architecture, Winter 2009

From the publisher's feed

UC Davis course EEC277 introduces the design and analysis of the architecture of computer graphics systems. Topics include the graphics pipeline, general-purpose programmability of modern graphics…