Real-time Shading: Sampling Procedural Shaders

نویسنده

  • Wolfgang Heidrich
چکیده

In interactive or real-time applications, naturally the complexity of tasks that can be performed on the fly is limited. For that reason it is likely that even with the current rate of development in graphics hardware, the more complex shaders will not be feasible in this kind of application for some time to come. One solution to this problem seems to be a precomputation approach, where the procedural shader is evaluated (sampled), and the resulting values are stored in texture maps, which can then be applied in interactive rendering. A closer look, however, reveals several technical difficulties with this approach. These will be discussed in this section, and hints towards possible solutions will be given.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Sampling of Procedural Shaders Using Affine Arithmetic

Procedural shaders have become popular tools for describing surface reflectance functions and other material properties. In comparison to fixed resolution textures they have the advantage of being resolution independent and storage efficient. While procedural shaders provide an interface for evaluating the shader at a single point in parameter space, it is not easily possible to obtain an avera...

متن کامل

Sampling of Procedural Shaders Using A ne Arithmetic

Procedural shaders have become popular tools for describing surface reeectance functions and other material properties. In comparison to xed resolution textures they have the advantage of being resolution independent and storage eecient. While procedural shaders provide an interface for evaluating the shader at a single point in parameter space, it is not easily possible to obtain an average va...

متن کامل

Platform Independent Real-Time X3D Shaders and their Applications in Bioinformatics Visualization

Since the introduction of programmable Graphics Processing Units (GPUs) and procedural shaders, hardware vendors have each developed their own individual real-time shading language standard. None of these shading languages is fully platform independent. Although this real-time programmable shader technology could be developed into 3D application on a single system, this platform dependent limit...

متن کامل

Symbolic Differentiation in GPU Shaders

Derivatives arise frequently in graphics and GPGPU applications. 1 To meet this need we have added symbolic differentiation as a built 2 in language feature in the HLSL shading language. The symbolic 3 derivative is computed at compile time so it is available in all types 4 of shaders (geometry, pixel, vertex, etc.). The algorithm for com5 puting the symbolic derivative is simple and has reason...

متن کامل

Level-of-Detail Shaders

Current graphics hardware can render objects using simple procedural shaders in real-time. However, detailed, highquality shaders will continue to stress the resources of hardware for some time to come. Shaders written for film production and software renderers may stretch to thousands of lines. The difficulty of rendering efficiently is compounded when there is not just one, but a scene full o...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2001