Interactive multi-pass programmable shading

M. S. Peercy, M. Olano, J. Airey, P. Jeffrey, Ungar Sgi
{"title":"Interactive multi-pass programmable shading","authors":"M. S. Peercy, M. Olano, J. Airey, P. Jeffrey, Ungar Sgi","doi":"10.1145/344779.344976","DOIUrl":null,"url":null,"abstract":"Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D graphics hardware using a scene graph library on top of OpenGL. We treat the OpenGL architecture as a general SIMD computer, and translate the high-level shading description into OpenGL rendering passes. While our system uses OpenGL, the techniques described are applicable to any retained mode interface with appropriate extension mechanisms and hardware API with provisions for recirculating data through the graphics pipeline. We present two demonstrations of the method. The first is a constrained shading language that runs on graphics hardware supporting OpenGL 1.2 with a subset of the ARB imaging extensions. We remove the shading language constraints by minimally extending OpenGL. The key extensions are color range (supporting extended range and precision data types) and pixel texture (using framebuffer values as indices into texture maps). Our second demonstration is a renderer supporting the RenderMan Interface and RenderMan Shading Language on a software implementation of this extended OpenGL. For both languages, our compiler technology can take advantage of extensions and performance characteristics unique to any particular graphics hardware.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"175","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/344779.344976","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 175

Abstract

Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D graphics hardware using a scene graph library on top of OpenGL. We treat the OpenGL architecture as a general SIMD computer, and translate the high-level shading description into OpenGL rendering passes. While our system uses OpenGL, the techniques described are applicable to any retained mode interface with appropriate extension mechanisms and hardware API with provisions for recirculating data through the graphics pipeline. We present two demonstrations of the method. The first is a constrained shading language that runs on graphics hardware supporting OpenGL 1.2 with a subset of the ARB imaging extensions. We remove the shading language constraints by minimally extending OpenGL. The key extensions are color range (supporting extended range and precision data types) and pixel texture (using framebuffer values as indices into texture maps). Our second demonstration is a renderer supporting the RenderMan Interface and RenderMan Shading Language on a software implementation of this extended OpenGL. For both languages, our compiler technology can take advantage of extensions and performance characteristics unique to any particular graphics hardware.
交互式多通道可编程着色
可编程着色是制作动画的常用技术,但交互式可编程着色尚未广泛使用。我们使用OpenGL之上的场景图形库支持几乎任何3D图形硬件上的交互式可编程着色。我们将OpenGL架构视为通用的SIMD计算机,并将高级着色描述转换为OpenGL渲染通道。虽然我们的系统使用OpenGL,但所描述的技术适用于任何具有适当扩展机制和硬件API的保留模式接口,并提供通过图形管道循环数据的规定。我们给出了该方法的两个演示。第一种是一种受约束的着色语言,它运行在支持OpenGL 1.2的图形硬件上,带有ARB成像扩展的子集。我们通过最小限度地扩展OpenGL来消除阴影语言的限制。关键扩展是颜色范围(支持扩展范围和精度数据类型)和像素纹理(使用framebuffer值作为纹理映射的索引)。我们的第二个演示是一个渲染器,支持RenderMan接口和RenderMan着色语言在这个扩展的OpenGL的软件实现上。对于这两种语言,我们的编译器技术可以利用任何特定图形硬件特有的扩展和性能特征。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信