About

Authors

Chen Chung-Shu 陳鍾樞

Build steps

https://github.com/Jonathan2251/sa/blob/master/README.md

Revision history

Version 0.4, not released yet.

Version 0.3, Released March 14, 2026.

geo-math.rst: refine ‘section Projection’ and ‘section Mapping data in GPU’. sw.rst: add ‘section Vector Processor’.

Version 0.2, Released Febuary 28, 2026.

reorganize sections

Version 0.1, Released Febuary 22, 2026.

Initial version.

Licensing

Chen Chung-Shu

Motivation

When I began my career as a graphics GPU compiler engineer, I could not find a book that clearly explained the material from a compiler engineer’s perspective. As a result, I decided to write this book and have been adding to it over time as I continue my studies.

Preface

Basically, a CPU is a SISD (Single Instruction Single Data) architecture in each core. The multimedia instructions in CPUs are smaller-scale forms of SIMD (Single Instruction Multiple Data), while GPUs are large-scale SIMD processors, capable of coloring millions of image pixels in just a few milliseconds.

Since 2D and 3D graphic processing offers great potential for parallel data processing, GPU hardware typically includes tens of thousands of functional units per chip, as seen in products by NVIDIA and other manufacturers.

This chapter provides an overview of how 3D animation is created and executed on a CPU+GPU system. Following that, it introduces GPU compilers and hardware features relevant to graphics applications. Finally, it explains how GPUs have taken on more computational tasks traditionally handled by CPUs, through the GPGPU (General-Purpose computing on Graphics Processing Units) concept and the emergence of related standards.

Website: Basic Theory of 3D Graphics with OpenGL [1].