The Direct3D 10 system
David Blythe
In ACM Transactions on Graphics, 25(3), July 2006.
Abstract: We present a system architecture for the 4th generation of PC-class programmable graphics processing units (GPUs). The new pipeline features significant additions and changes to the prior generation pipeline including a new programmable stage capable of generating additional primitives and streaming primitive data to memory, an expanded, common feature set for all of the programmable stages, generalizations to vertex and image memory resources, and new storage formats. We also describe structural modifications to the API, runtime, and shading language to complement the new pipeline. We motivate the design with descriptions of frequently encountered obstacles in current systems. Throughout the paper we present rationale behind prominent design choices and alternatives that were ultimately rejected, drawing on insights collected during a multi-year collaboration with application developers and hardware designers.
Keyword(s): graphics systems, programmable graphics hardware, programmable shading
Article URL: http://doi.acm.org/10.1145/1141911.1141947
BibTeX format:
@article{Blythe:2006:TD1,
  author = {David Blythe},
  title = {The Direct3D 10 system},
  journal = {ACM Transactions on Graphics},
  volume = {25},
  number = {3},
  pages = {724--734},
  month = jul,
  year = {2006},
}
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