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Graphic Rendering Considered as a Compilation Chain [chapter]

Benjamin Tissoires, Stéphane Conversy
Lecture Notes in Computer Science  
In this paper, we consider graphic rendering as a compilation chain: we designed a static and dynamic graphical compiler that enables a designer to clearly separate the description of an interactive scene  ...  Graphical rendering must be fast enough so as to avoid hindering the user perception/action loop.  ...  Graphical Rendering = Compilation Chain In this section, we explain why the graphical rendering process can be considered as a compilation chain.  ... 
doi:10.1007/978-3-540-70569-7_24 fatcat:77gxdpiaf5bvlg7jxxqs5dtoy4

Shader-driven compilation of rendering assets

Paul Lalonde, Eric Schenk
2002 ACM Transactions on Graphics  
Rendering performance of consumer graphics hardware benefits from pre-processing geometric data into a form targeted to the underlying API and hardware.  ...  Our compiler is structured like a traditional code compiler, with a front end that reads the geometric data and attributes (hereafter referred to as an art asset) output from a 3D modeling package and  ...  This allows us to pre-build large fragments of the DMA chain with the rendering data embedded in the DMA chain.  ... 
doi:10.1145/566654.566641 fatcat:qqjidgjccvdkdclghq5mg5ifje

Shader-driven compilation of rendering assets

Paul Lalonde, Eric Schenk
2002 ACM Transactions on Graphics  
Rendering performance of consumer graphics hardware benefits from pre-processing geometric data into a form targeted to the underlying API and hardware.  ...  Our compiler is structured like a traditional code compiler, with a front end that reads the geometric data and attributes (hereafter referred to as an art asset) output from a 3D modeling package and  ...  This allows us to pre-build large fragments of the DMA chain with the rendering data embedded in the DMA chain.  ... 
doi:10.1145/566570.566641 fatcat:6cgylp4nujf3rcjhijomkrdcui

Hayaku

Benjamin Tissoires, Stéphane Conversy
2011 Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems - EICS '11  
With Hayaku, a designer can abstract graphics in a class, describe the connections between input and graphics through this class, and compile it into runnable code with a graphical compile chain.  ...  First, the frontend of the compiler is a rich standard graphical language that designers can use with existing drawing tools.  ...  This program can be considered as another link in the compile chain, and helps abstract concepts from the conceptual model of the application to be designed.  ... 
doi:10.1145/1996461.1996505 dblp:conf/eics/TissoiresC11 fatcat:2lqlwlmesjeyvap5aioryqpove

Compiling to a VLIW fragment pipeline

William R. Mark, Kekoa Proudfoot
2001 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware - HWWS '01  
To address this problem, we have developed a complete real-time procedural shading system that compiles a high-level shading language to programmable vertex and fragment hardware, as described in a separate  ...  We also discuss some of the lessons we learned from building and using this compiler that may be useful to the designers of future programmable graphics hardware.  ...  This research was performed as part of the Stanford real-time programmable shading project, which is sponsored by ATI, NVIDIA, SONY, and Sun.  ... 
doi:10.1145/383507.383526 fatcat:6hdy3nepdbem3e527mwwcde5ne

A reconfigurable architecture for load-balanced rendering

Jiawen Chen, Michael I. Gordon, William Thies, Matthias Zwicker, Kari Pulli, Frédo Durand
2005 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware - HWWS '05  
In this paper, we explore one solution to this problem using compile-time resource allocation. For our experiments, we implement a graphics pipeline on Raw, a tile-based multicore processor.  ...  We evaluate our reconfigurable architecture using a mix of common rendering tasks with different workloads and achieve an increase of more than 150% in throughput over a static allocation.  ...  Consider the case of a multi-pass rendering algorithm such as shadow volume rendering.  ... 
doi:10.1145/1071866.1071878 fatcat:ts5wml5ihzhipk4viljm23vdby

Declarative Language Design for Interactive Visualization

J Heer, M Bostock
2010 IEEE Transactions on Visualization and Computer Graphics  
We also explore optimizations such as runtime compilation of visualization specifications, parallelized execution, and hardware-accelerated rendering.  ...  We demonstrate how to support rich visualizations without requiring a toolkit-specific data model and extend Protovis to enable declarative specification of animated transitions.  ...  We also sought to parallelize rendering with a single graphics card.  ... 
doi:10.1109/tvcg.2010.144 pmid:20975153 fatcat:olzfj7abczbjbok552ztcwwwvy

Parallel computing in networks of workstations with Paralex

R. Davoli, L.-A. Giachini, O. Babaoglu, A. Amoroso, L. Alvisi
1996 IEEE Transactions on Parallel and Distributed Systems  
Paralex is a complete programming environment and makes extensive use of graphics to define, edit, execute, and debug parallel scientific applications.  ...  we give an overview of Paralex and present our experiences with a prototype implementation.  ...  As with the compiler, the loader can be invoked either manually as a command or through the graphical interface.  ... 
doi:10.1109/71.494632 fatcat:7eapddkksres3bu6u6eojb5iy4

Stylized Vector Art from 3D Models with Region Support

Elmar Eisemann, Holger Winnemöller, John C. Hart, David Salesin
2008 Computer graphics forum (Print)  
We describe a rendering system that converts a 3D meshed model into the stylized 2D filled-region vector-art commonly found in clip-art libraries.  ...  The result renders 10K-face meshes into custom clip-art in seconds.  ...  We similarly classify regions as shadowed/unshadowed with a second rendering using shadow volumes.  ... 
doi:10.1111/j.1467-8659.2008.01258.x fatcat:7y4dnzy7yjaypfz7ztp3feojt4

OpenStructure: an integrated software framework for computational structural biology

M. Biasini, T. Schmidt, S. Bienert, V. Mariani, G. Studer, J. Haas, N. Johner, A. D. Schenk, A. Philippsen, T. Schwede
2013 Acta Crystallographica Section D: Biological Crystallography  
Additionally, the framework provides a sophisticated graphics module that interactively displays molecular structures and density maps in three dimensions.  ...  As an example, consider a protein structure in which a segment of six residues has not been resolved.  ...  Each principal class of the mol and img modules has a renderer (graphical object) in the graphics module that is responsible for converting the abstract data into a threedimensional rendering and supports  ... 
doi:10.1107/s0907444913007051 pmid:23633579 pmcid:PMC3640466 fatcat:szph2eqkd5crnpdabhxchpwa2q

The Hoa Library, Review And Prospects

Anne Sèdes, Pierre Guillot, Elliot Paris
2014 Proceedings of the SMC Conferences  
FAUST language and its compiler are free and open and used to compile codes for a diverse range of operating systems such as Windows, Mac OS, Linux, Android or Raspberry [11] .  ...  It offers, in addition, the possibility of compiling treatments for a large number of software platforms such as Supercollider, Csound or as standalone applications such as JackAudio or Qt.  ... 
doi:10.5281/zenodo.850708 fatcat:7phliskxfvc4zd3r3j32edm2ia

The LPGPU2 Project

Ben Juurlink, Jan Lucas, Nadjib Mammeri, Martyn Bliss, Georgios Keramidas, Chrysa Kokkala, Andrew Richards
2017 Proceedings of the 20th International Workshop on Software and Compilers for Embedded Systems - SCOPES '17  
and a new high-performance video rendering engine.  ...  A wide range of applications were developed showcasing font rendering, augmented reality, virtual reality, ISP algorithms, deep learning using the Tensorflow framework as well as an H.265 codec [14]  ... 
doi:10.1145/3078659.3078672 dblp:conf/scopes/JuurlinkLMBKKR17 fatcat:df42yfyb2zafjgnpcugzmxcfpq

An Optimizing Compiler for Automatic Shader Bounding

Petrik Clarberg, Robert Toth, Jon Hasselgren, Tomas Akenine-Möller
2010 Computer graphics forum (Print)  
We present a number of domain-specific optimizations that make the generated code faster, while computing the same bounds as before.  ...  This enables a wider use and opens up possibilities for more efficient rendering.  ...  In addition, Tomas Akenine-Möller is a Royal Swedish Academy of Sciences Research Fellow supported by a grant from the Knut and Alice Wallenberg Foundation.  ... 
doi:10.1111/j.1467-8659.2010.01721.x fatcat:arbzggmusngvrdf7pvy5j5hrgq

Automatic Shader Level of Detail [article]

Marc Olano, Bob Kuehne, Maryann Simmons
2003 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware - HWWS '04  
Current graphics hardware can render procedurally shaded objects in real-time.  ...  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  ...  Such shaders may be rendered using multiple passes through the graphics pipeline, but choosing the partitioning into passes is a dif- ficult compilation task and the final number of passes has a direct  ... 
doi:10.2312/eggh03/007-014 fatcat:skfhjt3b6zft7azbutpo6v2p2m

Static Program Analysis for Identifying Energy Bugs in Graphics-Intensive Mobile Apps

Chang Hwan Peter Kim, Daniel Kroening, Marta Kwiatkowska
2016 2016 IEEE 24th International Symposium on Modeling, Analysis and Simulation of Computer and Telecommunication Systems (MASCOTS)  
A major drawback of mobile devices is limited battery life. Apps that use graphics are especially energy greedy and developers must invest significant effort to make such apps energy efficient.  ...  Firstly, loop invariant texture analysis identifies repetitive texture transfers in the render loop so that they can be moved out of the loop and performed just once.  ...  Compiler Optimization The presented suite of static analysis techniques can be seen as a high-level version of classic compiler optimizations.  ... 
doi:10.1109/mascots.2016.28 dblp:conf/mascots/KimKK16 fatcat:5j5o2z7cyvedpapbcd5e3vo4ca
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