Skip to main content

Writing a Renderer

  • Chapter
  • First Online:
Beginning Android C++ Game Development
  • 2583 Accesses

Abstract

One of the key tasks carried out by a game engine is to feed geometry data to the graphics processing unit (GPU). A GPU is a highly specialized piece of hardware which operates on streams of data in parallel. This parallelization of processing is what makes GPUs essential in modern real-time graphics applications and is the reason why they were dubbed hardware accelerators.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 34.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 44.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Bruce Sutherland

About this chapter

Cite this chapter

Sutherland, B. (2013). Writing a Renderer. In: Beginning Android C++ Game Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4302-5831-5_5

Download citation

Publish with us

Policies and ethics