Beyond3D explains hardware geometry processing

Beyond3D has posted the second part of its series on Hardware Geometry Processing that should help give you a better understanding of what goes on behind the scenes on your graphics card. Here's a little primer from part one to get you rolling:
This article will analyse vertex processing as done by current and future graphics processing units (abbreviated as GPU). A brief introduction of the traditional processing method vertices undergo is included. Both fixed pipeline and programmable Vertex Shaders will be discussed. Basic understanding of mathematics and the 3D pipeline will help to understand this article, but it’s not necessary, and don’t be scared - remember you can always do a web search for any word or concept you don’t fully understand, or simply ask about it in our forums.
Put your thinking caps on before you read this one, folks.
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