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Superoptimizer: a look at the smallest program
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Illumination and color in computer generated imagery
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Algorithms for solid noise synthesis
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From wire-frames to furry animals
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A Software Testbed for the Development of 3D Raster Graphics Systems
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I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
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Real-time programmable shading
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Polygon-assisted JPEG and MPEG compression of synthetic images
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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Talisman: commodity realtime 3D graphics for the PC
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Modeling and rendering of metallic patinas
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HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Rendering with coherent layers
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A shading language on graphics hardware: the pixelflow shading system
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
View-independent environment maps
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Sampling procedural shaders using affine arithmetic
ACM Transactions on Graphics (TOG)
Antialiased parameterized solid texturing simplified for consumer-level hardware implementation
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A fast relighting engine for interactive cinematic lighting design
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Interactive multi-pass programmable shading
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Seamless texture mapping of subdivision surfaces by model pelting and texture blending
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Uniform frequency images: adding geometry to images to produce space-efficient textures
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A real-time procedural shading system for programmable graphics hardware
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Compiling to a VLIW fragment pipeline
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Meshed atlases for real-time procedural solid texturing
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A procedural approach to authoring solid models
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Shader-driven compilation of rendering assets
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SaarCOR: a hardware architecture for ray tracing
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A Language for Molecular Visualization
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BMRT: a global illumination implementation of the RenderMan standard
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Automatic shader level of detail
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Modeling and rendering of metallic patinas
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Modeling and rendering of metallic patinas
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A shading language provides a means to extend the shading and lighting formulae used by a rendering system. This paper discusses the design of a new shading language based on previous work of Cook and Perlin. This language has various types of shaders for light sources and surface reflectances, point and color data types, control flow constructs that support the casting of outgoing and the integration of incident light, a clearly specified interface to the rendering system using global state variables, and a host of useful built-in functions. The design issues and their impact on the implementation are also discussed.