Texture Shaders (English)

In: Graphics Hardware   ;  117-126  ;  1999

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Extensions to the texture-mapping support of the abstract graphics hardware pipeline and the OpenGL API are proposed to better support programmable shading, with a unified interface, on a variety of future graphics accelerator architectures. Our main proposals include better support for texture map coordinate generation and an abstract, programmable model for multitexturing. As motivation, we survey several interactive rendering algorithms that target important visual phenomena. With hardware implementation of programmable multitexturing support, implementations of these effects that currently take multiple passes can be rendered in one pass. The generality of our proposed extensions enable efficient implementation of a wide range of other interactive rendering algorithms. 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 that are currently fragmenting OpenGL into incompatible dialects.

Table of contents conference proceedings

The table of contents of the conference proceedings is generated automatically, so it can be incomplete, although all articles are available in the TIB.

7
A Low-Cost Memory Architecture For PCI-Based Interactive Ray Casting
Doggett, Michael / Meißner, Michael / Kanust, Urs | 1999
15
Hybrid Volume and Polygon Rendering with Cube Hardware
Kreeger, Kevin / Kaufman, Arie | 1999
25
TriangleCaster - Extensions to 3D-Texturing Units For Accelerated Volume Rendering
Knittel, G. / SIGGRAPH / European Association for Computer Graphics | 1999
25
TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Rendering
Knittel, Gunter | 1999
35
Fast Footprint MIPmapping
Huttner, T. / Strasser, W. / SIGGRAPH / European Association for Computer Graphics | 1999
35
Fast Footprint MlPmapping
Hüttner, Tobias / Straßer, Wolfgang | 1999
45
Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementation
Hart, John C. / Carr, Nate / Karneya, Masaki / Tibbitts, Stephen A. / Coleman, Terrance J. | 1999
55
Multiresolution Rendering With Displacement Mapping
Gumhold, Stefan / Hüttner, Tobias | 1999
67
Optimal Depth Buffer for Low-Cost Graphics Hardware
Lapidous, Eugene / Jiao, Guofang | 1999
75
Adaptive Hierarchical Visibility in a Tiled Architecture
Xie, Feng / Shantz, Michael | 1999
85
Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency
Jouppi, Norman P. / Chang, Chun-Fa | 1999
95
Parallel Texture Caching
lgehy, Homan / Eldridge, Matthew / Hanrahan, Pat | 1999
107
Load Balancing for Multi-Projector Rendering Systems
Samanta, Rudrajit / Zheng, Jiannan / Funkhouser, Thomas / Li, Kai / Singh, Jaswinder Pal | 1999
117
Texture Shaders
McCool, Michael D. / Heidrich, Wolfgang | 1999