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dc.contributor.authorMcCool, Michael D.en_US
dc.contributor.authorHeidrich, Wolfgangen_US
dc.contributor.editorA. Kaufmann and W. Strasser and S. Molnar and B.- O. Schneideren_US
dc.date.accessioned2014-02-06T15:04:38Z
dc.date.available2014-02-06T15:04:38Z
dc.date.issued1999en_US
dc.identifier.isbn1-58113-170-4en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH99/117-126en_US
dc.description.abstractExtensions 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subject1.3.1 [Computer Graphics]en_US
dc.subjectHardware Architectureen_US
dc.subjectGraphics Processorsen_US
dc.subject1.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjecttexture.en_US
dc.titleTexture Shadersen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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