發布於 2015-04-10
觀看次數: 425
  • 00:00 1.
    3D Graphics Pipelinein-depth and Applications
  • 00:33 2.
    Shader and Performance
  • 03:37 3.
    3D Graphics Hardware Evolution
  • 00:31 4.
    Direct3D 8.1 Graphics Pipeline
  • 00:06 5.
    Direct3D 9.0 Graphics Pipeline
  • 00:01 6.
    New Rendering Pipeline with Shaders
  • 00:04 7.
    Direct3D 9.0 Graphics Pipeline
  • 00:35 8.
    New Rendering Pipeline with Shaders
  • 00:14 9.
    OpenGL Graphics Pipeline
  • 00:18 10.
    OpenGL Graphics Pipeline
  • 03:04 11.
    Shader Architecture
  • 00:13 12.
    Vertex Shader
  • 00:18 13.
    Vertex Processing
  • 00:34 14.
    Vertex Processing
  • 00:29 15.
    Geometry Shader
  • 00:05 16.
    Pixel Shader
  • 00:44 17.
    Pixel Processing Example
  • 00:49 18.
    Programmable Architecture
  • 00:31 19.
    Assembly Instruction Format
  • 00:01 20.
    Texture Combiner Revisit
  • 00:01 21.
    A Possible Shader Implementation
  • 00:10 22.
    Texture Combiner Revisit
  • 00:07 23.
    A Possible Shader Implementation
  • 00:06 24.
    Vertex Shader Architecture
  • 00:39 25.
    Vertex Shader Example Program
  • 00:00 26.
    Vertex Shader Example Program
  • 00:00 27.
    Vertex Shader Example Program
  • 00:00 28.
    Vertex Shader Example Program
  • 00:00 29.
    Vertex Shader Example Program
  • 00:01 30.
    Vertex Shader Example Program
  • 00:00 31.
    Vertex Shader Example Program
  • 00:01 32.
    OpenGL Vertex Program Example
  • 00:01 33.
    Programmable Architecture
  • 00:00 34.
    Pixel Shader Architecture
  • 00:00 35.
    Pixel Shader Texture Address Ops
  • 00:00 36.
    Pixel Shader Texture Blending Ops
  • 00:04 37.
    OpenGL Fragment Program Example
  • 00:01 38.
    Unified Shader Model
  • 00:00 39.
    Unified Shader Model
  • 00:00 40.
    Shader Compiler
  • 00:03 41.
    Key Idea of a Shading Language
  • 00:00 42.
    Assembly-like Shading Languages
  • 00:04 43.
    Assembly Shading Instructions
  • 00:08 44.
    Assembly Shading Instructions
  • 00:01 45.
    OpenGL Shader Assembly Language
  • 00:00 46.
    High-Level Shading Languages
  • 00:17 47.
    Microsoft HLSL
  • 00:22 48.
    Microsoft HLSL
  • 00:43 49.
    Microsoft HLSL
  • 00:03 50.
    Microsoft HLSL
  • 00:02 51.
    Microsoft HLSL
  • 00:19 52.
    Microsoft HLSL
  • 00:17 53.
    Microsoft HLSL
  • 00:02 54.
    OpenGL GLSL
  • 00:02 55.
    OpenGL GLSL
  • 00:36 56.
    OpenGL GLSL
  • 00:01 57.
    OpenGL GLSL
  • 00:01 58.
    Nvidia Cg
  • 00:01 59.
    Nvidia Cg
  • 00:03 60.
    Nvidia Cg
  • 00:01 61.
    Nvidia Cg
  • 00:12 62.
    Slide 56
  • 02:21 63.
    Why Performance Analysis is Needed
  • 01:01 64.
    Why Performance Analysis is Needed
  • 02:36 65.
    Performance Analysis is Important
  • 01:11 66.
    Levels of Performance Analysis
  • 01:51 67.
    Performance Optimization
  • 00:03 68.
    Algorithm Optimization
  • 00:02 69.
    Algorithm Optimization
  • 00:01 70.
    Algorithm Optimization
  • 00:02 71.
    Code Optimization
  • 00:05 72.
    Data Optimization
  • 00:53 73.
    Driver Optimization
  • 00:44 74.
    Hardware Design Optimization
  • 00:05 75.
    Balance the Hardware Performance
  • 00:38 76.
    Memory Bottleneck
  • 00:35 77.
    System Optimization
  • 01:07 78.
    Benchmark Analysis
  • 01:02 79.
    Concluding Remarks
  • 01:12 80.
    Concluding Remarks
  • 00:00 81.
    Q&A
  • 00:23 82.
    Concluding Remarks
  • Index
  • Note
  • Discuss
  • Fullscreen
Introduction to Computer Graphics
33:45, 發布於 2015-04-10 by 簡韶逸