| Real-time programmable shading |
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Symposium on Interactive 3D Graphics
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Proceedings of the 1995 symposium on Interactive 3D graphics
table of contents
Monterey, California, United States
Pages: 59 - ff.
Year of Publication: 1995
ISBN:0-89791-736-7
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Authors
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Anselmo Lastra
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Department of Computer Science, University of North Carolina, Chapel Hill, NC
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Steven Molnar
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Department of Computer Science, University of North Carolina, Chapel Hill, NC
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Marc Olano
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Department of Computer Science, University of North Carolina, Chapel Hill, NC
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Yulan Wang
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Department of Computer Science, University of North Carolina, Chapel Hill, NC
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| Bibliometrics |
Downloads (6 Weeks): 6, Downloads (12 Months): 25, Citation Count: 11
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ABSTRACT
One of the main techniques used by software renderers to produce stunningly realistic images is programmable shading—executing an arbitrarily complex program to compute the color at each pixel. Thus far, programmable shading has only been available on software rendering systems that run on general-purpose computers. Rendering each image can take from minutes to hours.Parallel rendering engines, on the other hand, have steadily increased in generality and in performance. We believe that they are nearing the point where they will be able to perform moderately complex shading at real-time rates. Some of the obstacles to this are imposed by hardware, such as limited amounts of frame-buffer memory and the enormous computational resources that are needed to shade in real time. Other obstacles are imposed by software. For example, users generally are not granted access to the hardware at the level required for programmable shading.This paper first explores the capabilities that are needed to perform programmable shading in real times. We then describe the design issues and algorithms for a prototype shading architecture on PixelFlow, an experimental graphics engine under construction. We demonstrate through examples and simulation that PixelFlow will be able to perform high-quality programmable shading at real-time (30 to 60 Hz) rates. We hope that our experience will be useful to shading implementors on other hardware graphics systems.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Upstill, S., The RenderMan Companion, Addison-Wesley. 1990.
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Henry Fuchs , John Poulton , John Eyles , Trey Greer , Jack Goldfeather , David Ellsworth , Steve Molnar , Greg Turk , Brice Tebbs , Laura Israel, Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories, Proceedings of the 16th annual conference on Computer graphics and interactive techniques, p.79-88, July 1989
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Tebbs, B., U. Neumann, J. Eyles, G. Turk, and D. Ellsworth, "Parallel Architectures and Algorithms for Real-Time Synthesis of High Quality Images using Deferred Shading", UNC CS Technical Report TR92-034.
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John Rhoades , Greg Turk , Andrew Bell , Andrei State , Ulrich Neumann , Amitabh Varshney, Real-time procedural textures, Proceedings of the 1992 symposium on Interactive 3D graphics, p.95-100, June 1992, Cambridge, Massachusetts, United States
[doi> 10.1145/147156.147171]
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Akeley K., Smith K. P., Neider J., OpenGL Reference Manual, Addison-Wesley, 1992.
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CITED BY 11
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John Eyles , Steven Molnar , John Poulton , Trey Greer , Anselmo Lastra , Nick England , Lee Westover, PixelFlow: the realization, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, p.57-68, August 03-04, 1997, Los Angeles, California, United States
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