Efficiently computing static single assignment form and the control dependence graph
ACM Transactions on Programming Languages and Systems (TOPLAS)
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Error-bounded antialiased rendering of complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Sampling procedural shaders using affine arithmetic
ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Incremental and hierarchical Hilbert order edge equation polygon rasterizatione
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time GPU rendering of piecewise algebraic surfaces
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
GRAMPS: A programming model for graphics pipelines
ACM Transactions on Graphics (TOG)
Automatic pre-tessellation culling
ACM Transactions on Graphics (TOG)
Automatic bounding of programmable shaders for efficient global illumination
ACM SIGGRAPH Asia 2009 papers
Spatio-temporal upsampling on the GPU
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Design issues and implementations for floating-point divide-add fused
IEEE Transactions on Circuits and Systems II: Express Briefs
Efficient bounding of displaced Bézier patches
Proceedings of the Conference on High Performance Graphics
High-performance software rasterization on GPUs
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
An optimizing compiler for automatic shader bounding
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
OpenFab: a programmable pipeline for multi-material fabrication
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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Culling techniques have always been a central part of computer graphics, but graphics hardware still lack efficient and flexible support for culling. To improve the situation, we introduce the programmable culling unit, which is as flexible as the fragment program unit and capable of quickly culling entire blocks of fragments. Furthermore, it is very easy for the developer to use the PCU as culling programs can be automatically derived from fragment programs containing a discard instruction. Our PCU can be integrated into an existing fragment program unit with a modest hardware overhead of only about 10%. Using the PCU, we have observed shader speedups between 1.4 and 2.1 for relevant scenes.