Black Book of Graphics Programming, Special Edition (1997)
github.com
github.com
This was a labor of love/appreciation for me a couple of years ago over a Christmas break. I went through a retro gamedev period during that break, read a few books like Masters of Doom, and found myself trying to read through the various (relatively poor quality) electronic copies of the Black Book that were floating around. Yak shaving being what it is, I spent most of my Christmas break scraping and cleaning up a few different copies to put this together so I could (more comfortably) read it on my Kindle.
FWIW, these conversions were done with an eye for preserving an interesting piece of gaming/graphics programming history, and aren't really intended to be relevant today.
I also converted the Zen of Assembly Language also by Abrash[1], but it's considerably less relevant than the Black Book in general.
The "tricks" are nice but don't translate super well to how modern pipelines are usually architected.
It is an absolute beast of a book, and not for beginners. Nor is it written as such; After Ch. 1 the book acts less like a sequential book, and more like an extensive reference guide for anything you'd need to really understand what goes on in a Ray Tracer.
As for "A trip down the Graphics Pipeline", I found it fairly easily:
https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-...
I'd also add Real Time Rendering [2] to that list.
[0] http://www.pbrt.org/ [1] https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-... [2] http://www.realtimerendering.com/book.html
[0] I know he's still around. Just haven't read anything by him in forever it seems.
And, now occasionally writes in his blog at Oculus https://www.oculus.com/blog/vrs-grand-challenge-michael-abra...
My celeron laptop with no GPU drivers (using the EFI frame buffer only) can decode full screen video in real time and run pretty much any graphical application I want (except Gnome3, but that runs poorly on my machines that have working GPUs too.)
My laptop has a GPU, and also has separate dedicated video decode hardware, so doesn't need either GPU or CPU for most video -- far easier on the battery and doesn't hog the CPU.
Aside from games, you might be interested in a GPU for CNNs or mining virtual currencies. There's no question about the effectiveness over laptop CPUs.
https://github.com/servo/webrender/wiki
Also, I'm reminded of Anandtech review of the 1st-gen rMBP:
At 2880 x 1800 most interactions are smooth but things like zooming windows or scrolling on certain web pages is clearly sub-30fps. At the higher scaled resolutions, since the GPU has to render as much as 9.2MP, even UI performance can be sluggish [...] But there are other limitations: many elements of screen drawing are still done on the CPU, and as largely serial architectures their ability to scale performance with dramatically higher resolutions is limited.
Some elements of drawing in Safari for example aren’t handled by the GPU. Quickly scrolling up and down on the AnandTech home page will peg one of the four IVB cores in the rMBP at 100%
The GPU has an easy time with its part of the process but the CPU’s workload is borderline too much for a single core to handle. Throw a more complex website at it and things get bad quickly. Facebook combines a lot of compressed images with text - every single image is decompressed on the CPU before being handed off to the GPU. Combine that with other elements that are processed on the CPU and you get a recipe for choppy scrolling.
To quantify exactly what I was seeing I measured frame rate while scrolling as quickly as possible through my Facebook news feed in Safari on the rMBP as well as my 2011 15-inch High Res MacBook Pro. While last year’s MBP delivered anywhere from 46 - 60 fps during this test, the rMBP hovered around 20 fps (18 - 24 fps was the typical range).
The good news is Mountain Lion provides some relief. At WWDC Apple mentioned the next version of Safari is ridiculously fast, but it wasn’t specific about why. It turns out that Safari leverages Core Animation in Mountain Lion and more GPU accelerated as a result. Facebook is still a challenge because of the mixture of CPU decoded images and a standard web page, but the experience is a bit better. Repeating the same test as above I measured anywhere from 20 - 30 fps while scrolling through Facebook on ML’s Safari
http://www.anandtech.com/show/6023/the-nextgen-macbook-pro-w...
I think that demonstrates clearly how GPUs are essential for todays rich UIs, especially when targeting higher resolutions. Yes, the examples here are for web, but I don't see any reason why the situation wouldn't be the same for any other stack.
If nothing else, the chapter intros are definitely still relevant(informative and hilarious at the same time).
(Don't know why I got downvoted though)