From the NV1 in 1995 to Pascal in 2016, we look at the evolution of Nvidia's GPUs.
The History Of Nvidia GPUs : Read more
The History Of Nvidia GPUs : Read more
Since a triangle will never be convex, it is also dramatically simpler to test for intersection with a point or ray (an important function in graphics) than it would be for a general-purpose polygon.The most efficient polygon to use would be a triangle, because a triangle is made up of three points, and there is no way to arrange three points in 3D space in such a way that they exist on more than one plane.
Having written rendering engines that use constructive solid geometry, splines, nurbs, etc., I believe your statement is nonsense. Even if you limit the scope of discussion to rasterizing systems, your statement remains false.You can use whatever construct you wish (polygons, meshes, etc) but they all get boiled down to triangles for final processing and rendering.
Can anyone tell me another card, besides the first two generations of 3dfx, that was 3D-only? This was not "common".Needing a separate 2D video card was common in the 1990s
Should be "instruction predication and gradient instructions".Pixel Shader 2.0A featured a number of improvements ... instruction prediction hardware, and support for more advanced gradient effects.