Real-time 3D Graphics Architecture

 

Schedule
Saturday 4th, morning
Organizers/Speakers
- William R. Mark, University of Texas at Austin
- Henry Moreton,
NVIDIA
Abstract

Real-time 3D graphics algorithms are computationally demanding but highly parallelizable. These two attributes combined with ongoing mass-market demand for higher fidelity 3D graphics have led system designers to include specialized 3D graphics hardware in most modern PCs and in many cell phones and PDA's. These graphics processors have as many transistors in them as the CPU, but devote a much higher fraction of their transistors to ALU's.

Over the past few years 3D graphics hardware has added support for user programmability so that it is now reasonable to consider graphics processors to be the first widely deployed highly-parallel single chip programmable processors. Nevertheless, graphics architectures are in most respects still heavily specialized for graphics computations. A recurring theme of this tutorial will be that graphics architectures are best studied along with the 3D graphics algorithms that they support, because both the algorithms and architectures rapidly co-evolve as performance constraints change.

Outline
This tutorial will cover five main topics:

* Basic 3D graphics concepts and algorithms
* The standard 3D graphics hardware pipeline (Z-buffer pipeline)
* Case study of a modern 3D graphics architecture
* Comparison of CPU architectures, graphics architectures, and other parallel architectures
* Likely future directions for real-time 3D graphics hardware and algorithms

 

Other considerations
The tutorial does not assume any prior background in 3D graphics, but it does assume that the audience has a thorough background in CPU microarchitecture.