A language for shading and lighting calculations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Texturing and modeling: a procedural approach
Texturing and modeling: a procedural approach
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
ML for the working programmer (2nd ed.)
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ACM Transactions on Graphics (TOG)
Advanced compiler design and implementation
Advanced compiler design and implementation
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 real-time procedural shading system for programmable graphics hardware
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Real-Time Shading
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Automatic shader level of detail
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The Mathematica Book
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
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ACM SIGGRAPH 2007 papers
Accelerating real-time shading with reverse reprojection caching
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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
On predicting visual popping in dynamic scenes
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Genetic programming for shader simplification
Proceedings of the 2011 SIGGRAPH Asia Conference
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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Programmable shading is a fundamental technique for specifying appearance in 3d environments. While shading architectures provides fast execution of shaders, shader evaluation is today a major cost in the rendering process. In the same manner in which geometric simplification lets us deal with large models, it would be beneficial to have an automatic technique that trades off shader quality for speed.This paper presents such a technique by introducing a framework for the automatic simplification of complex procedural shaders, where a sequence of increasingly simplified shaders is generated starting from an original shader together with ranges for all of its input parameters. Our approach works by applying simplification rules to the code of a shader to generate a series of candidates, whose differences from the original one are measured and used to select the candidate with the smallest error. This procedure is repeated until the last shader is a constant. While this automatic procedure generates high quality simplified shaders, the artist might want to emphasize particular aspects of a shader during simplification. Our framework supports this desire by allowing the user to specify additional rules to be considered during simplification. The term user-configurable simplification comes from this feature of our system.We implemented our algorithm to support the simplification of fragment shaders running on graphics hardware. Our results show that automatic simplification of complex procedural shaders is possible with high quality.