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
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Illumination in diverse codimensions
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A shading language on graphics hardware: the pixelflow shading system
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Interactive multi-pass programmable shading
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Compiling to a VLIW fragment pipeline
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
The F-buffer: a rasterization-order FIFO buffer for multi-pass rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics
RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
A Retargetable C Compiler: Design and Implementation
A Retargetable C Compiler: Design and Implementation
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A programmable pipeline for graphics hardware
A programmable pipeline for graphics hardware
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Homomorphic factorization of BRDFs for high-performance rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hardware support for non-photorealistic rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Compiling to a VLIW fragment pipeline
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
The F-buffer: a rasterization-order FIFO buffer for multi-pass rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Meshed atlases for real-time procedural solid texturing
ACM Transactions on Graphics (TOG)
Frequency space environment map rendering
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Chromium: a stream-processing framework for interactive rendering on clusters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Shader-driven compilation of rendering assets
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Comparing Reyes and OpenGL on a stream architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Physically-based visual simulation on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Real-time halftoning: a primitive for non-photorealistic shading
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Fast matrix multiplies using graphics hardware
Proceedings of the 2001 ACM/IEEE conference on Supercomputing
Realistic autonomous fish for virtual reality
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Creating Realistic Scenes in Future Multimedia Systems
IEEE MultiMedia
Application of the two-sided depth test to CSG rendering
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Using modern graphics architectures for general-purpose computing: a framework and analysis
Proceedings of the 35th annual ACM/IEEE international symposium on Microarchitecture
Hardware-Based View-Independent Cell Projection
IEEE Transactions on Visualization and Computer Graphics
Automatic shader level of detail
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A multigrid solver for boundary value problems using programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Rendering time estimation for real-time rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Building compilers for DirectX 9.0 compatible graphics processors
OOPSLA '03 Companion of the 18th annual ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications
Hardware accelerated rendering of foliage for real-time applications
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Proceedings of the ninth international conference on 3D Web technology
Evaluating the Imagine Stream Architecture
Proceedings of the 31st annual international symposium on Computer architecture
ACM SIGGRAPH 2004 Papers
Programming graphics processors functionally
Haskell '04 Proceedings of the 2004 ACM SIGPLAN workshop on Haskell
Pixel-Exact Rendering of Spacetime Finite Element Solutions
VIS '04 Proceedings of the conference on Visualization '04
Mio: fast multipass partitioning via priority-based instruction scheduling
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A reconfigurable architecture for load-balanced rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
User-configurable automatic shader simplification
ACM SIGGRAPH 2005 Papers
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
ACM SIGGRAPH 2005 Papers
Hardware-Based Nonlinear Filtering and Segmentation using High-Level Shading Languages
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2006 Papers
Multi-variate, Time Varying, and Comparative Visualization with Contextual Cues
IEEE Transactions on Visualization and Computer Graphics
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
A multigrid solver for boundary value problems using programmable graphics hardware
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Interactive shader development
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Streaming Algorithms for Biological Sequence Alignment on GPUs
IEEE Transactions on Parallel and Distributed Systems
Graphics hardware for scientific computation
International Journal of Computational Science and Engineering
BSGP: bulk-synchronous GPU programming
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH ASIA 2008 courses
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
A Framework for Object-Oriented Shader Design
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Spark: modular, composable shaders for graphics hardware
ACM SIGGRAPH 2011 papers
A programming model for GPU-based parallel computing with scalability and abstraction
Proceedings of the 25th Spring Conference on Computer Graphics
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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.