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Shader algebra

Michael McCool, Stefanus Du Toit, Tiberiu Popa, Bryan Chan, Kevin Moule
2004 ACM Transactions on Graphics  
We treat shader programs as first-class objects and define two operators: connection and combination.  ...  Figure 1 : Some applications of shader algebra operations: surface and light shaders can be combined, output colors can be processed (in this case, halftoning was applied), and any attribute or parameter  ...  Research Council of Canada, Bell University Labs, the Canadian Foundation for Innovation, the Ontario Research and Development Challenges Fund and by hardware donations from ATI and NVIDIA.  ... 
doi:10.1145/1015706.1015801 fatcat:lgixtjbe35g2njmuxk3oal4mfa

Texture shaders

Michael D. McCool, Wolfgang Heidrich
1999 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware - HWWS '99  
The intermediate level of abstraction of our API proposal enables high-level shader metaprogramming toolkits and relatively straightforward implementations, while hiding the details of multitexturing support  ...  Our main proposals include better support for texture map coordinate generation and an abstract, programmable model for multitexturing.  ...  Acknowledgements We would like to acknowledge the help and advice of members of the Computer Graphics Lab at the University of Waterloo and the Computer Graphics Group at Universitat Erlangen, especially  ... 
doi:10.1145/311534.311585 fatcat:le6wnvw5xjaapcxn5cadekk2qa

Unified Shader Programming in C++ [article]

Kerry A. Seitz Jr., Theresa Foley, Serban D. Porumbescu, John D. Owens
2021 arXiv   pre-print
In real-time graphics, the strict separation of programming languages and environments for host (CPU) code and GPU code results in code duplication, subtle compatibility bugs, and additional development  ...  To bring the benefits of unified programming to real-time graphics, this paper examines graphics-specific challenges that complicate the development of such a unified model and explores how to overcome  ...  , feedback, and technical advice.  ... 
arXiv:2109.14682v1 fatcat:oe4y32l5xrfozetouwam7wolle

Improving graphics programming with shader tests

Ádám István Szűcs
2019 Pollack Periodica  
A broad solution, Arrakis is developed, which builds on current graphics technology advances in Vulkan, SPIR-V and SPIRV-X by leveraging the standardization with mappings from SPIR-V and C++.  ...  This paper presents an automated model and a project, Arrakis, for finding defects in shading algorithms for graphics rendering and compute workloads.  ...  This research was also supported by Zeno Vision Limited and ELTE EIT Digital and by the European Union, co-financed by the European Social Fund (EFOP-3.6.3-VEKOP-16-2017-00001).  ... 
doi:10.1556/606.2019.14.1.4 fatcat:qcivyqdhhfc2rlimkrrvo2cazi

Staged metaprogramming for shader system development

Kerry A. Seitz, Tim Foley, Serban D. Porumbescu, John D. Owens
2019 ACM Transactions on Graphics  
Shaders must also be exposed to art tools, interfaced with engine code, and specialized for performance.  ...  In this paper, we identify staged metaprogramming as a unifying abstraction and implementation strategy to develop a powerful shader system with modest effort.  ...  ACKNOWLEDGMENTS The authors would like to thank the many people who gave us valuable feedback on this work throughout its development, including Anjul Patney, Ahmed Mahmoud, Alex Kennedy, Angelo Pesce,  ... 
doi:10.1145/3355089.3356554 fatcat:5632ra7n6jgexjedl3zru42kte

Dynamic Shader Generation for Flexible Multi-Volume Visualization

Friedemann RoBler, Ralf P. Botchen, Thomas Ertl
2008 2008 IEEE Pacific Visualization Symposium  
Real-time performance for even complex scenarios is obtained by exploiting the speed and flexibility of modern GPUs, but at the same time programming the necessary shaders turned into a task for GPU experts  ...  Our system efficiently creates GPU-based fragment shader and vertex shader programs "on-thefly" to achieve the desired visual results.  ...  For this purpose, we implemented a generic shader generation framework for OpenGL and the high-level shader language GLSL [18] .  ... 
doi:10.1109/pacificvis.2008.4475454 dblp:conf/apvis/RosslerBE08 fatcat:whxbci42hvhmzelnhxh2xiqtsa

A Single (Unified) Shader GPU Microarchitecture for Embedded Systems [chapter]

Victor Moya, Carlos González, Jordi Roca, Agustín Fernández, Roger Espasa
2005 Lecture Notes in Computer Science  
The unified shader architecture we present processes vertices, triangles and fragments in a single processing unit saving space and reducing hardware complexity.  ...  We use a trace from an execution of the Unreal Tournament 2004 PC game to evaluate and compare the performance of the proposed embedded GPU against a baseline GPU architecture for the PC.  ...  Performing Triangle Setup in the shader may be also useful when shading performance is so high that the performance overhead becomes small, in the order of a 1% reduction, for example in a PC unified architecture  ... 
doi:10.1007/11587514_19 fatcat:tf3znkes5jbnhln4hzhuznk4b4

A Shader Framework for Rapid Prototyping of GPU-Based Volume Rendering

Christian Rieder, Stephan Palmer, Florian Link, Horst K. Hahn
2011 Computer graphics forum (Print)  
Therefore, we propose a dynamic shader pipeline based on the SuperShader concept and illustrate the design decisions. Also, important requirements for the development of our system are presented.  ...  Hence, high-level changes of the rendering configuration result in the implicit modification of the underlying shader pipeline.  ...  In the Shade Tree concept, modularized shading components are arranged as a tree.  ... 
doi:10.1111/j.1467-8659.2011.01952.x fatcat:soqxvufxmbhcjgm7z4x7ogkr2u

A Cross-platform Evaluation of Graphics Shader Compiler Optimization

Lewis Crawford, Michael O'Boyle
2018 2018 IEEE International Symposium on Performance Analysis of Systems and Software (ISPASS)  
Central to this is the performance of shader programs which render images on the GPU.  ...  For real-time graphics applications such as games and virtual reality, performance is crucial to provide a smooth user experience.  ...  SPARK [18] makes shaders modular and reusable in libraries.  ... 
doi:10.1109/ispass.2018.00035 dblp:conf/ispass/CrawfordO18 fatcat:u6mowae2tredplp5xfpxhf4neq

A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets

J. Plate, T. Holtkaemper, B. Froehlich
2007 IEEE Transactions on Visualization and Computer Graphics  
The volumes or the lenses can be interactively moved around while the region inside each lens is rendered using interactively defined multi-volume shaders.  ...  Each volume is represented by a multi-resolution octree-based structure and we use out-of-core techniques to support extremely large volumes.  ...  The node class hierarchy is modular and can be easily extended. • Palette: A one or two dimensional transfer function. • Lookup: Performs a color lookup in the connected palette. • Gradient: Calculates  ... 
doi:10.1109/tvcg.2007.70534 pmid:17968113 fatcat:2dmkvsxrurexvchyzkbezclvei

Dressi: A Hardware-Agnostic Differentiable Renderer with Reactive Shader Packing and Soft Rasterization [article]

Yusuke Takimoto, Hiroyuki Sato, Hikari Takehara, Keishiro Uragaki, Takehiro Tawara, Xiao Liang, Kentaro Oku, Wataru Kishimoto, Bo Zheng
2022 arXiv   pre-print
Such a system design mixes DR algorithm implementation and algorithm building blocks, resulting in hardware dependency and limited performance.  ...  Our experiments and applications demonstrate that Dressi establishes hardware independence, high-quality and robust optimization with fast speed, and photorealistic rendering.  ...  We appreciate Morales Espinoza Carlos Emanuel and Zhengqing Li for discussing related work and their thoughtful comments. We thank Naoya Hirai and Chun Geng for the appearance of skin shading.  ... 
arXiv:2204.01386v1 fatcat:fnpyuev5svfrvnrv3tiw45yili

Modular Technology in the Modelling of Large Virtual Environments in Driving Simulators

Carlota Tovar, Ginés Jesús Jimena, José Ma Cabanellas, Carlos Zoido
2010 2010 12th International Conference on Computer Modelling and Simulation  
This paper presents the latest research and developments in Modular Technology.  ...  Modular Technology, which has been successfully used for some time in driving training simulators, is particularly suitable for the implementation of operations in the GPU through programming shaders.  ...  Future developments will be to apply geometric shaders that create the full modular geometry in execution time so that the scene is inserted parametrically in line with the profiles and paths with only  ... 
doi:10.1109/uksim.2010.92 dblp:conf/uksim/TovarJCZ10 fatcat:vmod5rawqrck3cqbadbz3kcqja

Spark

Tim Foley, Pat Hanrahan
2011 ACM Transactions on Graphics  
In our tests, shaders written in Spark achieve performance within 2% of HLSL.  ...  A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance.  ...  In particular, Bill Mark (Intel) and Solomon Boulos (Stanford) provided extensive feedback on the Spark system design and this paper.  ... 
doi:10.1145/2010324.1965002 fatcat:qvjym24sp5aapcbletvaigkequ

Spark

Tim Foley, Pat Hanrahan
2011 ACM SIGGRAPH 2011 papers on - SIGGRAPH '11  
In our tests, shaders written in Spark achieve performance within 2% of HLSL.  ...  A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance.  ...  In particular, Bill Mark (Intel) and Solomon Boulos (Stanford) provided extensive feedback on the Spark system design and this paper.  ... 
doi:10.1145/1964921.1965002 fatcat:khewgjkrmbcopnluxet52zrvsu

D3.8 - Software Components final version

Simon Gunkel (TNO), Argyris Chatzitofis (CERTH), Shishir Subramanyam (CWI), Romain Bouqueau (Motion Spell), Karim El Assal (TNO), Rick Hindriks (TNO), Frank Ter Haar (TNO), Vincent Lepec (Viaccess), Dimitris Zarpalas (CERTH), Prodromos Boutis (CERTH), Gianluca Cernigliaro (I2CAT), Marc Martos (I2CAT), Jack Jansen (CWI), Patrice Angot (Viaccess), Francesca De Simone (CWI), Fernando Pérez (TheMo), Guillermo Calahorra (TheMo), Ana Revilla (TheMo)
2020 Zenodo  
Final Software release for capture, encoding, orchestration and rendering.  ...  This includes testing towards facilitating integration and use in the pilots, as well as software description, technical evaluations and including technical documentation report targeting its use beyond  ...  Acknowledgement of previously published material and of the work of others has been made through appropriate citation, quotation or both.  ... 
doi:10.5281/zenodo.4439676 fatcat:yvgn446pzndyhaxmuqxzhyfke4
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