Geometry
Graphics Architecture, Winter 2009
English - January 29, 2009 08:00 - 1 hour - 660 MB Video - ★★★★★ - 13 ratingsTechnology gpu graphics processor graphics architecture gpgpu parallel data-parallel programming eec277 Homepage Download Apple Podcasts Google Podcasts Overcast Castro Pocket Casts RSS feed
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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.]