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A real-time procedural shading system for programmable graphics hardware
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Source International Conference on Computer Graphics and Interactive Techniques archive
Proceedings of the 28th annual conference on Computer graphics and interactive techniques table of contents
Pages: 159 - 170  
Year of Publication: 2001
ISBN:1-58113-374-X
Authors
Kekoa Proudfoot  Stanford University
William R. Mark  Stanford University
Svetoslav Tzvetkov  NVIDIA Corportation
Pat Hanrahan  Stanford University
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 21,   Downloads (12 Months): 112,   Citation Count: 52
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ABSTRACT

Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher-level abstractions would both increase programmer productivity and make programs more portable. However, it is challenging to raise the abstraction level while still providing high performance. We have developed a real-time procedural shading language system designed to achieve this goal.

Our system is organized around multiple computation frequencies. For example, computations may be associated with vertices or with fragments/pixels. Our system's shading language provides a unified interface that allows a single procedure to include operations from more than one computation frequency.

Internally, our system virtualizes limited hardware resources to allow for arbitrarily-complex computations. We map operations to graphics hardware if possible, or to the host CPU as a last resort. This mapping is performed by compiler back-end modules associated with each computation frequency. Our system can map vertex operations to either programmable vertex hardware or to the host CPU, and can map fragment operations to either programmable fragment hardware or to multipass OpenGL. By carefully designing all the components of the system, we are able to generate highly-optimized code. We demonstrate our system running in real-time on a variety of hardware.


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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P. Jaquays and B. Hook. Quake 3: Arena Shader Manual, Revision 10, Sept. 1999.
 
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M. J. Kilgard. A Practical and Robust Bump-mapping Technique for Today's GPU's. Technical report, NVIDIA Corporation, July 2000. Available at http://www.nvidia.com/.
 
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E. Lindholm. Vertex Programs for Fixed Function Pipeline. NVIDIA Technical Presentation (from www.nvidia.com), Nov. 2000.
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M. D. McCool. SMASH: A Next-Generation API for Programmable Graphics Accelerators. Technical Report CS- 2000-14, University of Waterloo, Aug. 2000.
 
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Microsoft. DirectX 8.0 Programmer's Reference, Oct. 2000.
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NVIDIA Corporation. NVIDIA OpenGL Extension Specifications, May 2001. http://www.nvidia.com/developer/.
 
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M. Segal, K. Akeley, C. Frazier, and J. Leech. The OpenGL Graphics System: A Specification (Version 1.2), Mar. 1998.
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CITED BY  52


REVIEW

"Howard E. Whitston : Reviewer"

The authors describe their shading system, which allows the user to control the underlying hardware for generating shading without having to directly manipulate OpenGL. OpenGL allows individuals absolute control over the rendered image, but also r  more...

Collaborative Colleagues:
Kekoa Proudfoot: colleagues
William R. Mark: colleagues
Svetoslav Tzvetkov: colleagues
Pat Hanrahan: colleagues