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kayvonf

Even though I tend to say "OpenGL" a lot in class, really the Direct3D 11 (D3D11) and OpenGL 4 graphics pipelines (illustrated by the pipeline on the right) have essentially the same structure and the same basic abstractions. For this reason I'll try to use the more generic term "real-time graphics pipeline" to refer to this general abstract machine.

Clearly, the software API presented to the application is different in the two cases (Direct3D 11 is a Windows proprietary runtime and OpenGL is an open standard).