Notes on material covered in class.
The set presents definition of major components such as the frame buffer, material on coordinates and transformations, and basic techniques such as clipping, lighting, z-buffering, and rasterization.
A description of the GeForce 3 with an emphasis on its programmable vertex shader.
The APIs that application programmers can use to program GPUs. Details of OpenGL Shading Language.
| David M. Koppelman - koppel@ece.lsu.edu | Modified 6 Apr 2008 18:16 (2316 UTC) |