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GPU

No change in size, 15:49, 9 August 2019
GPGPU
=GPGPU=
The traditional job of a GPU is to take the [https://en.wikipedia.org/wiki/Three-dimensional_space x,y,z coordinates] of [https://en.wikipedia.org/wiki/Triangle_strip triangles], and [https://en.wikipedia.org/wiki/3D_projection map] these triangles to [https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#screen_space screen space] through a [https://en.wikipedia.org/wiki/Matrix_multiplication matrix multiplication0multiplication]. As video game graphics grew more sophisticated, the number of triangles per scene grew larger. GPUs similarly grew in size to massively parallel behemoths capable of performing billions of transformations hundreds of times per second.
These lists of triangles were specified in Graphics APIs like [https://en.wikipedia.org/wiki/DirectX DirectX]. But video game programmers demanded more flexibility from their hardware: such as lighting, transparency, and reflections. This flexibility was granted with specialized programming languages, called [https://en.wikipedia.org/wiki/Shader#Vertex_shaders vertex shaders] or [https://en.wikipedia.org/wiki/Shader#Pixel_shaders pixel shaders].

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