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A fixed-function NVIDIA GeForce graphics pipeline.
KIRK CH:02 FIGURE 2.1 A fixed-function NVIDIA GeForce graphics pipeline. “Programming Massively Parallel Processors: A Hands-on Approach. DOI: /B X © 2010 David B. Kirk/NVIDIA Corporation and Wen-mei Hwu. Published by Elsevier Inc. All rights of reproduction in any form reserved.”
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KIRK CH:02 FIGURE 2.2 Texture mapping example: painting a world map texture image onto a globe object. “Programming Massively Parallel Processors: A Hands-on Approach. DOI: /B X © 2010 David B. Kirk/NVIDIA Corporation and Wen-mei Hwu. Published by Elsevier Inc. All rights of reproduction in any form reserved.”
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Example of antialiasing operations.
KIRK CH:02 FIGURE 2.3 Example of antialiasing operations. “Programming Massively Parallel Processors: A Hands-on Approach. DOI: /B X © 2010 David B. Kirk/NVIDIA Corporation and Wen-mei Hwu. Published by Elsevier Inc. All rights of reproduction in any form reserved.”
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KIRK CH:02 FIGURE 2.4 Example of a separate vertex processor and fragment processor in a programmable graphics pipeline. “Programming Massively Parallel Processors: A Hands-on Approach. DOI: /B X © 2010 David B. Kirk/NVIDIA Corporation and Wen-mei Hwu. Published by Elsevier Inc. All rights of reproduction in any form reserved.”
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KIRK CH:02 FIGURE 2.5 Unified programmable processor array of the GeForce 8800 GTX graphics pipeline. “Programming Massively Parallel Processors: A Hands-on Approach. DOI: /B X © 2010 David B. Kirk/NVIDIA Corporation and Wen-mei Hwu. Published by Elsevier Inc. All rights of reproduction in any form reserved.”
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KIRK CH:02 FIGURE 2.6 The restricted input and output capabilities of a shader programming model. “Programming Massively Parallel Processors: A Hands-on Approach. DOI: /B X © 2010 David B. Kirk/NVIDIA Corporation and Wen-mei Hwu. Published by Elsevier Inc. All rights of reproduction in any form reserved.”
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