{"title":"Texture shaders","authors":"M. McCool, W. Heidrich","doi":"10.1145/311534.311585","DOIUrl":null,"url":null,"abstract":"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. CR Categories: 1.3.1 [Computer Graphics]: Hardware Architecture-Graphics Processors; 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Color, shading, shadowing, and texture.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1999-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"34","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/311534.311585","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 34

Abstract

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. CR Categories: 1.3.1 [Computer Graphics]: Hardware Architecture-Graphics Processors; 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Color, shading, shadowing, and texture.
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纹理阴影
提出了对抽象图形硬件管道和OpenGL API的纹理映射支持的扩展,以便在各种未来图形加速器架构上使用统一的接口更好地支持可编程着色。我们的主要建议包括更好地支持纹理贴图坐标生成和一个抽象的、可编程的多纹理模型。作为动机,我们研究了几种针对重要视觉现象的交互式渲染算法。有了可编程多纹理支持的硬件实现,这些目前需要多个通道的效果的实现可以在一个通道中渲染。我们所建议的扩展的通用性使各种其他交互式呈现算法的有效实现成为可能。我们的API提案的中间抽象层支持高级着色器元编程工具包和相对简单的实现,同时隐藏了当前将OpenGL分割成不兼容方言的多纹理支持的细节。CR分类:1.3.1[计算机图形学]:硬件架构-图形处理器;1.3.7[计算机图形学]:三维图形和现实主义-颜色,阴影,阴影和纹理。
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