TitleProgrammable Graphics: The future of Interactive Rendering (Tech Report)
Author(s) Matt Pharr, Aaron Lefohn, Craig Kolb, Paul Lalonde, Tim Foley, Geoff Berry
Year March 2007
Abstract Recent innovations in computer hardware architecture—the arrival of multi-core CPUs, the generalization of graphics processing units (GPUs), and the imminent increase in bandwidth available between CPU and GPU cores—make a new era of interactive graphics possible. As a result of these changes, game consoles, PCs and laptops will have the potential to provide unprecedented levels of visual richness, realism, and immersiveness, making interactive graphics a compelling killer app for these modern computer systems. However, current graphics programming models and APIs, which were conceived of and developed for the previous generation of GPU-only rendering pipelines, severely hamper the type and quality of imagery that can be produced on these systems. Fulfilling the promise of programmable graphics—the new era of cooperatively using the CPU, GPU, and complex, dynamic data structures to efficiently synthesize images— requires new programming models, tools, and rendering systems that are designed to take full advantage of these new parallel heterogeneous architectures.