This series is intended for graphics programmers that know a modern 3D API (at least OpenGL 2.0+ or D3D9+) well and want to know how it all looks under the hood. It’s not a description of the graphics pipeline for novices; if you haven’t used a 3D API, most if not all of this will be completely useless to you. I’m also assuming a working understanding of contemporary hardware design – you should at the very least know what registers, FIFOs, caches and pipelines are, and understand how they work. Finally, you need a working understanding of at least basic parallel programming mechanisms. A GPU is a massively parallel computer, there’s no way around it.
Series created by Fabian “ryg” Giesen