Monte Carlo methods. Vol. 1: basics
Monte Carlo methods. Vol. 1: basics
The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Algorithms for solid noise synthesis
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
Generative modeling for computer graphics and CAD: symbolic shape design using interval analysis
Generative modeling for computer graphics and CAD: symbolic shape design using interval analysis
Interval analysis for computer graphics
SIGGRAPH '92 Proceedings of the 19th 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
CONDOR: constraint-based dataflow
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Texturing and modeling: a procedural approach
Texturing and modeling: a procedural approach
Error-bounded antialiased rendering of complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Bounds and error estimates for radiosity
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Surface intersection using affine arithmetic
GI '96 Proceedings of the conference on Graphics interface '96
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Vision - An Architecture for Global Illumination Calculations
IEEE Transactions on Visualization and Computer Graphics
Clamping: A method of antialiasing textured surfaces by bandwidth limiting in object space
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Comparison of interval methods for plotting algebraic curves
Computer Aided Geometric Design
Automatic shader level of detail
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
User-configurable automatic shader simplification
ACM SIGGRAPH 2005 Papers
Journal of Computational and Applied Mathematics - Special issue: The international symposium on computing and information (ISCI2004)
Automatic pre-tessellation culling
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH Asia 2009 papers
Automatic bounding of programmable shaders for efficient global illumination
ACM SIGGRAPH Asia 2009 papers
AnySL: efficient and portable shading for ray tracing
Proceedings of the Conference on High Performance Graphics
An optimizing compiler for automatic shader bounding
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Filtering color mapped textures and surfaces
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
OpenFab: a programmable pipeline for multi-material fabrication
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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Procedural shaders have become popular tools for describing surface reflectance functions and other material properties. In comparison to fixed resolution textures, they have the advantage of being resolution-independent and storage-efficient.While procedural shaders provide an interface for evaluating the shader at a single point, it is not easily possible to obtain an average value of the shader together with accurate error bounds over a finite area. Yet the ability to compute such error bounds is crucial for several interesting applications, most notably heirarchical area sampling for global illumination, using the finite element approach, and for generation of textures used in interactive computer graphics.Using affine arithmetic for evaluating the shader over a finite area yields a tight, conservative error interval for the shader function. Compilers can automatically generate code for utilizing affine arithmetic from within shaders implemented in a dedicated language such as the RenderMann shading language.