Real-time programmable shading

dc.contributor.authorLastra, Anselmo
dc.contributor.authorMolnar, Steven
dc.contributor.authorOlano, Marc
dc.contributor.authorWang, Yulan
dc.date.accessioned2026-02-03T18:14:58Z
dc.date.issued1995-04-15
dc.description1995 Symposium on Interactive 3D Graphics, April 9 - 12, 1995, Monterey, California, USA
dc.description.abstractOne of the main techniques used by software renderers to produce stunningly realistic images is programmable shading—executing an arbitrarily complex program to compute the color at each pixel. Thus far, programmable shading has only been available on software rendering systems that run on general-purpose computers. Rendering each image can take from minutes to hours.Parallel rendering engines, on the other hand, have steadily increased in generality and in performance. We believe that they are nearing the point where they will be able to perform moderately complex shading at real-time rates. Some of the obstacles to this are imposed by hardware, such as limited amounts of frame-buffer memory and the enormous computational resources that are needed to shade in real time. Other obstacles are imposed by software. For example, users generally are not granted access to the hardware at the level required for programmable shading.This paper first explores the capabilities that are needed to perform programmable shading in real times. We then describe the design issues and algorithms for a prototype shading architecture on PixelFlow, an experimental graphics engine under construction. We demonstrate through examples and simulation that PixelFlow will be able to perform high-quality programmable shading at real-time (30 to 60 Hz) rates. We hope that our experience will be useful to shading implementors on other hardware graphics systems.
dc.description.sponsorshipWe would like to acknowledge the help of Lawrence Kesteloot and Fredrik Fatemi for the bowling simulation dynamics, Krish Ponamgi for the PixelFlow simulator, Jon Leech for his work on the PixelFlow API design, Nick England for his comments on the paper, and Tony Apodaca of Pixar for RenderMan help and advice. Thanks to Hewlett-Packard for their generous donations of equipment. This research is supported in part by the Advanced Research Projects Agency, ARPA ISTO Order No. A410 and the National Science Foundation, Grant No. MIP-9306208.
dc.description.urihttps://dl.acm.org/doi/10.1145/199404.199414
dc.format.extent8 pages
dc.genreconference papers and proceedings
dc.genrepreprints
dc.identifierdoi:10.13016/m2svho-cvh8
dc.identifier.citationLastra, Anselmo, Steven Molnar, Marc Olano, and Yulan Wang. “Real-Time Programmable Shading.” Proceedings of the 1995 Symposium on Interactive 3D Graphics, I3D ’95, April 15, 1995, 59-ff. https://doi.org/10.1145/199404.199414.
dc.identifier.urihttps://doi.org/10.1145/199404.199414
dc.identifier.urihttp://hdl.handle.net/11603/41687
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 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.titleReal-time programmable shading
dc.typeText
dcterms.creatorhttps://orcid.org/0000-0003-4209-6103

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
rtshading.pdf
Size:
126.49 KB
Format:
Adobe Portable Document Format