Texture Shaders

Michael D. McCool*, Wolfgang Heidrich

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

10 Scopus citations

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.

Original languageEnglish (US)
Title of host publicationProceedings - SIGGRAPH/Eurographics Workshop on Graphics Hardware
EditorsA. Kaufmann, W. Strasser, S. Molnar, B.-O. Schneider
PublisherThe Eurographics Association
Pages117-126
Number of pages10
ISBN (Electronic)1581131704, 9781581131703
StatePublished - 1999
Event1999 ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, EGGH 1999 - Los Angeles, United States
Duration: Aug 8 1999Aug 9 1999

Publication series

NameProceedings - SIGGRAPH/Eurographics Workshop on Graphics Hardware

Conference

Conference1999 ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, EGGH 1999
Country/TerritoryUnited States
CityLos Angeles
Period08/8/9908/9/99

Bibliographical note

Publisher Copyright:
© ACM 1999

Keywords

  • BRDFs
  • Hardware acceleration and interactive rendering
  • Illumination
  • OpenGL
  • Shading languages
  • Shadows

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Computer Science Applications
  • Hardware and Architecture

Fingerprint

Dive into the research topics of 'Texture Shaders'. Together they form a unique fingerprint.

Cite this