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| 1 | +\input{../common/graphics-title.tex} |
| 2 | + |
| 3 | +\titleframe |
| 4 | + |
| 5 | +\begin{frame}{\trainingtitle{} training overview} |
| 6 | + |
| 7 | +Goals: |
| 8 | +\begin{itemize} |
| 9 | +\item Understand how \textbf{pictures and colors} are represented in digital systems |
| 10 | +\item Understand the role and operation of different \textbf{graphics hardware devices} |
| 11 | +\item Know about the good practices for \textbf{performance and system integration} |
| 12 | +\item Distinguish the different \textbf{parts of the graphics stack} and their individual role |
| 13 | +\item Know about the various \textbf{implementations} used in Linux-based stacks |
| 14 | +\item Know about the \textbf{modern replacements} to legacy technologies |
| 15 | +\end{itemize} |
| 16 | +~\\ |
| 17 | + |
| 18 | +Prerequisites: |
| 19 | +\begin{itemize} |
| 20 | +\item Familiarity with basic concepts about digital hardware |
| 21 | +\item Familiarity with the C programming language and low-level programming |
| 22 | +\end{itemize} |
| 23 | + |
| 24 | +\end{frame} |
| 25 | + |
| 26 | +\begin{frame}{Base Theory and Concepts About Graphics} |
| 27 | + |
| 28 | +Lecture: |
| 29 | +\begin{itemize} |
| 30 | +\item \textbf{Image Representation} \textit{how pictures are represented spatially} |
| 31 | +\item \textbf{Color Representation} \textit{how colors are represented} |
| 32 | +\item \textbf{Layouts and Formats} \textit{how pictures are stored in memory} |
| 33 | +\item \textbf{Pixel Drawing} \textit{basic methods for drawing pixels} |
| 34 | +\item \textbf{Pixel Operations} \textit{basic operations on pixels} |
| 35 | +\end{itemize} |
| 36 | +~\\ |
| 37 | + |
| 38 | +Demos: |
| 39 | +\begin{itemize} |
| 40 | +\item Frequency domain visualization example |
| 41 | +\item Pixel drawing and operations implementation walk-through |
| 42 | +\end{itemize} |
| 43 | + |
| 44 | +\end{frame} |
| 45 | + |
| 46 | +\begin{frame}{Hardware Aspects} |
| 47 | +Lecture: |
| 48 | +\begin{itemize} |
| 49 | +\item \textbf{Overview} \textit{different types of hardware components} |
| 50 | +\item \textbf{Pipelines} \textit{connecting hardware components together} |
| 51 | +\item \textbf{Display Devices} \textit{how display technologies work} |
| 52 | +\item \textbf{Display Interfaces} \textit{transmitting pixels over to displays} |
| 53 | +\item \textbf{Render Accelerators} \textit{hardware architectures for rendering pixels} |
| 54 | +\item \textbf{System Integration, Memory and Performance}\\\textit{interactions between graphics devices, the CPU and the system} |
| 55 | +\end{itemize} |
| 56 | +\end{frame} |
| 57 | + |
| 58 | + |
| 59 | +\begin{frame}{Software Aspects} |
| 60 | +Lecture: |
| 61 | +\begin{itemize} |
| 62 | +\item \textbf{Stack Overview} \textit{the software components and their relationships} |
| 63 | +\item \textbf{Linux Kernel: TTY} \textit{dealing with graphics/input seats} |
| 64 | +\item \textbf{Linux Kernel: Framebuffer Device} \textit{the deprecated display uAPI} |
| 65 | +\item \textbf{Linux Kernel: DRM} \textit{the modern display uAPI} |
| 66 | +\item \textbf{Userspace: X Window} \textit{the deprecated display server API} |
| 67 | +\item \textbf{Userspace: Wayland} \textit{the modern display server API} |
| 68 | +\item \textbf{Userspace: Mesa 3D} \textit{the reference 3D stack implementation} |
| 69 | +\end{itemize} |
| 70 | +~\\ |
| 71 | +Demos: |
| 72 | +\begin{itemize} |
| 73 | +\item DRM uAPI implementation walk-through |
| 74 | +\item Wayland implementation walk-through |
| 75 | +\item Other illustration examples |
| 76 | +\end{itemize} |
| 77 | +\end{frame} |
| 78 | + |
| 79 | +\input{../slides/first-slides/paul-kocialkowski.tex} |
| 80 | +\input{../slides/about-us/about-us.tex} |
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