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i860 microprocessor family programmer's reference manual
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OOPSLA '03 Companion of the 18th annual ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications
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A Statistical Wisp Model and Pseudophysical Approaches for Interactive Hairstyle Generation
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A programmable vertex shader with fixed-point SIMD datapath for low power wireless applications
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Interactive Approximate Rendering of Reflections, Refractions, and Caustics
IEEE Transactions on Visualization and Computer Graphics
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Sparse matrix solvers on the GPU: conjugate gradients and multigrid
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In this paper we describe the design, programming interface, and implementation of a very efficient user-programmable vertex engine. The vertex engine of NVIDIA's GeForce3 GPU evolved from a highly tuned fixed-function pipeline requiring considerable knowledge to program. Programs operate only on a stream of independent vertices traversing the pipe. Embedded in the broader fixed function pipeline, our approach preserves parallelism sacrificed by previous approaches. The programmer is presented with a straightforward programming model, which is supported by transparent multi-threading and bypassing to preserve parallelism and performance.In the remainder of the paper we discuss the motivation behind our design and contrast it with previous work. We present the programming model, the instruction set selection process, and details of the hardware implementation. Finally, we discuss important API design issues encountered when creating an interface to such a device. We close with thoughts about the future of programmable graphics devices.