Automatic shader level of detail

dc.contributor.authorSimmons, Maryann
dc.contributor.authorOlano, Marc
dc.contributor.authorKuehne, Bob
dc.date.accessioned2026-02-03T18:15:02Z
dc.date.issued2003-07-26
dc.description.abstractCurrent graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the complexity of shaders written for film production and software rendering, which may stretch to thousands of lines. These constraints limit not only the complexity of a single shader, but also the number of shaded objects that can be rendered at interactive rates. This problem has many similarities to the rendering of large models, the source of extensive research in geometric simplification and level of detail. We introduce an analogous process for shading : shader simplification. Starting from an initial detailed shader, shader simplification automatically produces a set of simplified shaders or a single new shader with extra level-of-detail parameters that control the shader execution. The resulting level-of-detail shader can automatically adjust its rendered appearance based on measures of distance, size, or importance, as well as physical limits such as rendering time budget or texture usage. We demonstrate shader simplification with a system that automatically creates shader levels of detail to reduce the number of texture accesses, one common limiting factor for current hardware.
dc.description.urihttps://dl.acm.org/doi/10.5555/844174.844176
dc.format.extent9 pages
dc.genrejournal articles
dc.identifierdoi:10.13016/m29ofs-2vfp
dc.identifier.citationSimmons, Maryann, Marc Olano, and Bob Kuehne. “Automatic Shader Level of Detail.” Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware, July 26, 2003, 7–14. World. https://doi.org/10.5555/844174.844176.
dc.identifier.urihttp://hdl.handle.net/11603/41700
dc.language.isoen
dc.publisherACM
dc.relation.isAvailableAtThe University of Maryland, Baltimore County (UMBC)
dc.relation.ispartofUMBC College of Engineering and Information Technology Dean's Office
dc.relation.ispartofUMBC Faculty Collection
dc.relation.ispartofUMBC Computer Science and Electrical Engineering Department
dc.rightsThis item is likely protected under Title 17 of the U.S. Copyright Law. Unless on a Creative Commons license, for uses protected by Copyright Law, contact the copyright holder or the author.
dc.subjectUMBC Ebiquity Research Group
dc.titleAutomatic shader level of detail
dc.typeText
dcterms.creatorhttps://orcid.org/0000-0003-4209-6103

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