Graphics pipeline in the context of "Shaders"

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👉 Graphics pipeline in the context of Shaders

In computer graphics, a shader is a programmable operation which is applied to data as it moves through the rendering pipeline. Shaders can act on data such as vertices and primitives—to generate or morph geometry—and fragments –to calculate the values in a rendered image.

Shaders can execute a wide variety of operations and can run on different types of hardware. In modern real-time computer graphics, shaders are run on graphics processing units (GPUs) –dedicated hardware which provides highly parallel execution of programs. As rendering an image is embarrassingly parallel, fragment and pixel shaders scale well on SIMD hardware. Historically, the drive for faster rendering has produced highly-parallel processors which can in turn be used for other SIMD amenable algorithms. Such shaders executing in a compute pipeline are commonly called compute shaders.

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Graphics pipeline in the context of Z-buffering

A z-buffer, also known as a depth buffer, is a type of data buffer used in computer graphics to store the depth information of fragments. The values stored represent the distance to the camera, with 0 being the closest. The encoding scheme may be flipped with the highest number being the value closest to camera.

In a 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated fragment in the projected screen image is compared to the value already stored in the buffer (depth test), and replaces it if the new value is closer. It works in tandem with the rasterizer, which computes the colored values. The fragment output by the rasterizer is saved if it is not overlapped by another fragment.

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Graphics pipeline in the context of Stencil buffer

A stencil buffer is an extra data buffer, in addition to the color buffer and Z-buffer, found on modern graphics hardware. The buffer is per pixel and works on integer values, usually with a depth of one byte per pixel. The Z-buffer and stencil buffer often share the same area in the RAM of the graphics hardware.

In the simplest case, the stencil buffer is used to limit the area of rendering (stenciling). More advanced usage of the stencil buffer makes use of the strong connection between the Z-buffer and the stencil buffer in the rendering pipeline. For example, stencil values can be automatically increased/decreased for every pixel that fails or passes the depth test.

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Graphics pipeline in the context of General-purpose computing on graphics processing units (software)

General-purpose computing on graphics processing units (GPGPU, or less often GPGP) is the use of a graphics processing unit (GPU), which typically handles computation only for computer graphics, to perform computation in applications traditionally handled by the central processing unit (CPU). The use of multiple video cards in one computer, or large numbers of graphics chips, further parallelizes the already parallel nature of graphics processing.

Essentially, a GPGPU pipeline is a kind of parallel processing between one or more GPUs and CPUs, with special accelerated instructions for processing image or other graphic forms of data. While GPUs operate at lower frequencies, they typically have many times the number of Processing elements. Thus, GPUs can process far more pictures and other graphical data per second than a traditional CPU. Migrating data into parallel form and then using the GPU to process it can (theoretically) create a large speedup.

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