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Footprint evaluation for volume rendering
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HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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VIS '94 Proceedings of the conference on Visualization '94
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I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
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ACM SIGGRAPH 2006 Research posters
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EGGH'91 Proceedings of the Sixth Eurographics conference on Advances in Computer Graphics Hardware: rendering, visualization and rasterization hardware
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EuroVis'11 Proceedings of the 13th Eurographics / IEEE - VGTC conference on Visualization
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This paper describes an implementation of Cook's "shade trees" in which shaders are described as networks of modules, building blocks, whose connections can be defined interactively.The high level interface to the shaders is a graphical editor which permits users to construct complex shaders by connecting shading elements in a network, in effect a graphical shading language. A low level interface to the shaders is also provided. In the low level interface, shading elements are programmed in a standard programming language and compiled into modules which can linked either at run time or compile time.Each link in the shading network represents a subroutine call. In essence, execution of the network is analogous to the execution of an interpreted language.