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A Trip Through the Graphics Pipeline (2011)

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Fabian "ryg" Giesen

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Description

A 13-part series explaining the D3D/OpenGL graphics pipeline as implemented on real GPUs - command processor, vertex processing, rasterization, depth/stencil, pixel shaders, tessellation, and compute. Assumes you already know a modern 3D API and basic hardware concepts. One of the best mid-level GPU architecture writeups available.