Talk:Graphics pipeline
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[edit] Pictures
I'm currently a computer science major, specializing in computer graphics. Some images would really help this article out, but I have none that I know are copyright free.
Seasage 21:47, 13 December 2005 (UTC)
^^^lol. Computer Science is a hard job to get now days, because here in the U.S. the companies can pay 5 Asians to do the work for 5 times less than what you'd expect to be paid.
BTW, I'm study Mechanical Engineering right now.
[edit] Question:
Why does it matter how many pipe lines a graphics card has? I've been trying to work out why a 6600 graphics card (nvidia) with a slower clock speed on the GPU and slower ram should be better then a 5800 or a 5900 with a higher amount of memory bandwidth and GPU Processing power. I understand the the 6xxx series has updated architeture and instruction sets, but in terms of naked processing power, why is it that pipe lines seem to be mentioned quite alot?
- Because most of the time, doubling the pipelines effectively doubles the fillrate. I'm not sure I understand what you're trying to ask.
- MaxDZ8 talk 09:36, 1 June 2006 (UTC)
- More specifically, many tasks within a stage are independent of each other. For example, creating the transform matrix must be done in order, but all vertices can be transformed by a matrix at the same time. The same goes with shading (assuming that the vertices/pixels being interpolated from have been determined already), clipping, culling, etc. Because these tasks are independent, they gain nearly a full n-fold increase in speed when you increase the number of pipes n-fold. This is fairly uncommon in computers, because many problems cannot be easily broken down independently, and therefore doubling the power gives you (sometimes significantly) less than double the speed.
- Thomasbouldin 16:59, 4 April 2007 (UTC)
[edit] Shader coordination issue
I have been asked again to update shader again. I think the biggest need is to have diagrams. Since the shader-based pipe is an evolution of this, I think we should really try to coordinate an effort to get the things up to date.
MaxDZ8 talk 09:36, 1 June 2006 (UTC)
[edit] This is really not much more than a stub
The graphics pipeline goes so much deeper than this. What about the difference between culling & clipping? What about the different stages of transformations: model, world, and camera/perspective? This would also help give readers references to other pages so they could have a better conceptual model of how this all works together. —The preceding unsigned comment was added by Thomasbouldin (talk • contribs) 17:20, 4 April 2007 (UTC).
I agree. It would need some work. As a side note, I am feeling the need for a 4th generation shading pipeline page.
MaxDZ8 talk 08:18, 5 April 2007 (UTC)
[edit] Pixel pipeline
How does this topic relate with a Pixel pipeline? Bakkster Man 16:04, 2 May 2007 (UTC)
The pixel pipeline is the last logical part of the graphics pipe, before raster operations. It should be merged.
MaxDZ8 talk 05:58, 3 May 2007 (UTC)
- I agree, it should be merged. At the same time, this page needs some serious cleanup and lots of diagrams and math references. I don't have time to add it now, but the OpenGL "Red Book" is a good reference... Here's one portion of the pipeline, from page 98:
- object coordinates --[modelview matrix]--> eye coordinates --[projection matrix]--> clip coordinates --[ Perspective division ]--> Normalized device coordinates --[Viewport transformation]--> window coordinates.
- That's the geometry portion. —Ben FrantzDale (talk) 01:02, 6 February 2008 (UTC)