专业着色器

B. Guenter, Todd B. Knoblock, Erik Ruf
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引用次数: 78

摘要

我们开发了一个用于三维渲染的着色参数交互操作的系统。系统将用户定义的着色器作为输入,这些着色器是用C语言的子集编写的,然后专门用于交互使用。由于用户通常使用单个着色器参数的不同值进行实验,而保持其他参数不变,我们可以通过自动生成一个专门的着色器来受益,该着色器仅根据参数的变化执行那些计算;着色器所需的所有其他值都可以预先计算和缓存。专门的着色器比原始用户定义的着色器快95倍。这种速度上的巨大改进使得交互式地查看相对复杂的着色模型的参数变化成为可能,例如程序实体纹理。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Specializing shaders
We have developed a system for interactive manipulation of shading parameters for three dimensional rendering. The system takes as input user-defined shaders, written in a subset of C, which are then specialized for interactive use. Since users typically experiment with different values of a single shader parameter while leaving the others constant, we can benefit by automatically generating a specialized shader that performs only those computations depending on the parameter being varied; all other values needed by the shader can be precomputed and cached. The specialized shaders are as much as 95 times faster than the original user defined shader. This dramatic improvement in speed makes it possible to interactively view parameter changes for relatively complex shading models, such as procedural solid texturing.
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