The purpose of the text is to offer the reader the chance to understand the concepts and structures, which underpin modern GPU’s. The programming of 3D software relies not only on complex mathematics but the hardware that it runs on. Throughout the book are explanations and examples of the coding and circuitry, which allow computerised systems to process graphic transformations.
Suitable for those aiming to go beyond CPU design into more specific systems.
The book covers the following topics:
The graphics pipeline
Vectors and creating objects
Rotation and movement
Projection onto a 2D plane
Camera movement and world coordinates
Textures and rendering
Light and shadow
Programming the GPU and OpenGL
Hardware design concepts
GPU structures and hardware
Designing a 3D program
First Edition