Compilers: principles, techniques, and tools
Compilers: principles, techniques, and tools
Bidirectional reflection functions from surface bump maps
SIGGRAPH '87 Proceedings of the 14th 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
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
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
Smooth transitions between bump rendering algorithms
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Visualization of complex models using dynamic texture-based simplification
Proceedings of the 7th conference on Visualization '96
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Appearance-preserving simplification
Proceedings of the 25th 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
Sampling procedural shaders using affine arithmetic
ACM Transactions on Graphics (TOG)
Simplifying surfaces with color and texture using quadric error metrics
Proceedings of the conference on Visualization '98
Interactive rendering with arbitrary BRDFs using separable approximations
ACM SIGGRAPH 99 Conference abstracts and applications
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
Interactive multi-pass programmable shading
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Towards interactive bump mapping with anisotropic shift-variant BRDFs
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A real-time procedural shading system for programmable graphics hardware
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
Texturing and Modeling
Real-Time Shading
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Per-pixel smooth shader level of detail
ACM SIGGRAPH 2003 Sketches & Applications
ACM SIGGRAPH 2004 Course Notes
Level-of-detail representation of bidirectional texture functions for real-time rendering
Proceedings of the 2005 symposium on Interactive 3D graphics and games
User-configurable automatic shader simplification
ACM SIGGRAPH 2005 Papers
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering
ACM SIGGRAPH 2006 Courses
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Light and materials in virtual cities
ACM SIGGRAPH 2008 classes
Automated reprojection-based pixel shader optimization
ACM SIGGRAPH Asia 2008 papers
Automatic bounding of programmable shaders for efficient global illumination
ACM SIGGRAPH Asia 2009 papers
ajME: making game engines autonomic
Proceedings of the 3rd International Conference on Fun and Games
AnySL: efficient and portable shading for ray tracing
Proceedings of the Conference on High Performance Graphics
Comics stylizations of 3D scenes using GPU
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part III
Genetic programming for shader simplification
Proceedings of the 2011 SIGGRAPH Asia Conference
Continuous level of detail on graphics hardware
DGCI'06 Proceedings of the 13th international conference on Discrete Geometry for Computer Imagery
Geometry-aware framebuffer level of detail
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Filtering color mapped textures and surfaces
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the complexity of shaders written for film production and software rendering, which may stretch to thousands of lines. These constraints limit not only the complexity of a single shader, but also the number of shaded objects that can be rendered at interactive rates. This problem has many similarities to the rendering of large models, the source of extensive research in geometric simplification and level of detail. We introduce an analogous process for shading : shader simplification. Starting from an initial detailed shader, shader simplification automatically produces a set of simplified shaders or a single new shader with extra level-of-detail parameters that control the shader execution. The resulting level-of-detail shader can automatically adjust its rendered appearance based on measures of distance, size, or importance, as well as physical limits such as rendering time budget or texture usage. We demonstrate shader simplification with a system that automatically creates shader levels of detail to reduce the number of texture accesses, one common limiting factor for current hardware.