Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A characterization of ten rasterization techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A language for shading and lighting calculations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
PixelFlow: high-speed rendering using image composition
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A Software Testbed for the Development of 3D Raster Graphics Systems
ACM Transactions on Graphics (TOG)
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Realizing OpenGL: two implementations of one architecture
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Architectural walkthroughs using portal textures
VIS '97 Proceedings of the 8th conference on Visualization '97
A shading language on graphics hardware: the pixelflow shading system
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Meshed atlases for real-time procedural solid texturing
ACM Transactions on Graphics (TOG)
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
On-the-Fly Texture Computation for Real-Time Surface Shading
IEEE Computer Graphics and Applications
An XML-based visual shading language for vertex and fragment shaders
Proceedings of the ninth international conference on 3D Web technology
Modified noise for evaluation on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
ACM SIGGRAPH 2005 Papers
Brute force attack on UNIX passwords with SIMD computer
SSYM'99 Proceedings of the 8th conference on USENIX Security Symposium - Volume 8
An architecture for interactive tetrahedral volume rendering
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
The pixelflow texture and image subsystem
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
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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.