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Future graphics architectures

William Mark
Intel and University of Texas, Austin
In SIGGRAPH ’08: ACM SIGGRAPH 2008 classes (2008), pp. 1-11

@article{mark2008future,

   title={Future graphics architectures},

   author={Mark, W.},

   journal={Queue},

   volume={6},

   number={2},

   pages={54–64},

   issn={1542-7730},

   year={2008},

   publisher={ACM}

}

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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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