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dc.contributor.authorOlano, Marcen_US
dc.contributor.authorKuehne, Boben_US
dc.contributor.authorSimmons, Maryannen_US
dc.contributor.editorM. Doggett and W. Heidrich and W. Mark and A. Schillingen_US
dc.date.accessioned2013-10-28T10:01:27Z
dc.date.available2013-10-28T10:01:27Z
dc.date.issued2003en_US
dc.identifier.isbn1-58113-739-1en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH03/007-014en_US
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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image generationen_US
dc.subjectI.3.6 [Computer Graphics]en_US
dc.subjectMethodology and Techniquesen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.titleAutomatic Shader Level of Detailen_US
dc.description.seriesinformationGraphics Hardwareen_US


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