Interactive multi-pass programmable shading

Interactive multi-pass programmable shading
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交互式多通道可编程着色

DOI:
10.1145/344779.344976
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发表时间:
2000
期刊:
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
影响因子:
--
通讯作者:
Ungar Sgi
Ungar Sgi
中科院分区:
--
文献类型:
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作者:
M. S. Peercy;M. Olano;J. Airey;P. Jeffrey;Ungar Sgi

文献摘要

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可编程着色是生产动画的常用技术,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。我们把OpenGL体系结构作为一个通用的SIMD计算机,并将高层次的着色描述转化为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具有适当扩展机制和硬件API的任何保留模式接口,所述硬件API具有通过图形流水线再循环数据的规定。我们提出了两个示范的方法。第一种是在支持OpenGL 1.2的图形硬件上运行的受约束着色语言,其中包含ARB成像扩展的子集。我们通过最小限度地扩展OpenGL来消除着色语言的限制。主要扩展是颜色范围(支持扩展范围和精度数据类型)和像素纹理(使用帧缓冲区值作为纹理贴图的索引)。我们的第二个演示是一个渲染器,支持RenderMan接口和RenderMan着色语言的软件实现这个扩展的OpenGL。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所特有的扩展和性能特性。
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.