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Where is the hardware changing?
Shown here is a high level diagram of the modern graphics pipeline.
At the
top, we have higher order surface evaluation. This is some sort of
spline surface
tessellation.
Next, we can specify a 128 instruction assembly level program
to move the vertices and set their attributes.
It is doubtful that we will
see any sort of programmability in the next stage, rasterization,
any time soon.
Next we can specify how reads into our texture units occur and we can blend
those texels with each other, a few constants, and a few interpolating
vectors. These fragment shading features matter most to me in my work.
3D textures and dependent texture reads are a few of my favorites.
Another
important advancement is off screen render buffers, known as P-Buffers.
These are buffers whose
attributes are not bound to the current frame buffer. They are great for
multi-pass rendering approaches.