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Future Graphics Architectures: GPUs continue to evolve rapidly, but toward what?

Published: 01 March 2008 Publication History

Abstract

Graphics architectures are in the midst of a major transition. In the past, these were specialized architectures designed to support a single rendering algorithm: the standard Z buffer. Realtime 3D graphics has now advanced to the point where the Z-buffer algorithm has serious shortcomings for generating the next generation of higher-quality visual effects demanded by games and other interactive 3D applications. There is also a desire to use the high computational capability of graphics architectures to support collision detection, approximate physics simulations, scene management, and simple artificial intelligence. In response to these forces, graphics architectures are evolving toward a general-purpose parallel-programming model that will support a variety of image-synthesis algorithms, as well as nongraphics tasks.

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Mark, W., Fussell, D. 2005. Real-time rendering systems in 2010. Technical Report 05-18, University of Texas.
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Cited By

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  • (2012)On the correctness of the SIMT execution model of GPUsProceedings of the 21st European conference on Programming Languages and Systems10.1007/978-3-642-28869-2_16(316-335)Online publication date: 24-Mar-2012
  • (2011)An optimal hidden-surface algorithm and its parallelizationProceedings of the 2011 international conference on Computational science and its applications - Volume Part III10.5555/2029312.2029314(17-29)Online publication date: 20-Jun-2011
  • (2011)An Optimal Hidden-Surface Algorithm and Its ParallelizationComputational Science and Its Applications - ICCSA 201110.1007/978-3-642-21931-3_2(17-29)Online publication date: 2011
  • Show More Cited By

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Published In

cover image Queue
Queue  Volume 6, Issue 2
GPU Computing
March/April 2008
63 pages
ISSN:1542-7730
EISSN:1542-7749
DOI:10.1145/1365490
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 March 2008
Published in QUEUE Volume 6, Issue 2

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Cited By

View all
  • (2012)On the correctness of the SIMT execution model of GPUsProceedings of the 21st European conference on Programming Languages and Systems10.1007/978-3-642-28869-2_16(316-335)Online publication date: 24-Mar-2012
  • (2011)An optimal hidden-surface algorithm and its parallelizationProceedings of the 2011 international conference on Computational science and its applications - Volume Part III10.5555/2029312.2029314(17-29)Online publication date: 20-Jun-2011
  • (2011)An Optimal Hidden-Surface Algorithm and Its ParallelizationComputational Science and Its Applications - ICCSA 201110.1007/978-3-642-21931-3_2(17-29)Online publication date: 2011
  • (2009)Algorithm/architecture co-exploration of visual computing on emergent platformsIEEE Transactions on Circuits and Systems for Video Technology10.1109/TCSVT.2009.203137619:11(1576-1587)Online publication date: 1-Nov-2009
  • (2009)Architecting graphics processors for non-graphics compute acceleration2009 IEEE Pacific Rim Conference on Communications, Computers and Signal Processing10.1109/PACRIM.2009.5291239(963-968)Online publication date: Aug-2009
  • (2008)RTfact: Generic concepts for flexible and high performance ray tracing2008 IEEE Symposium on Interactive Ray Tracing10.1109/RT.2008.4634631(115-122)Online publication date: Aug-2008

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