Member of Technical Staff
SGI |
John C. Hart
Associate Professor
Department of Computer Science University of Illinois, Urbana-Champaign |
Wolfgang Heidrich
Assistant Professor
Department of Computer Science The University of British Columbia |
Bill Mark
NVIDIA Corp. |
Ken Perlin
Associate Professor
Department of Computer Science NYU |
Shading languages, long valued for off-line rendering and production animation, are just becoming possible on interactive graphics hardware. A wide spectrum of applications are poised to use them -- scientific visualization, product design, games, and more. Initial shading hardware provides only low-level, hard-to-use interfaces. This course explains the variety of techniques to build full shading languages on past, current, and future graphics hardware. Participants will see systems in action and learn basic techniques in a series of technology overviews. The course concludes with a panel session allowing free discussion between the speakers and audience.
This course assumes working knowledge of a modern real-time graphics API like OpenGL. The participants are also assumed to be familiar with the concepts of procedural shading and shading languages.
Chapter 1: | Introduction | |||
Marc Olano | 1 | - | 1 | |
(Presentation slides) | ||||
Chapter 2: | Noise Hardware | |||
Ken Perlin | 2 | - | 1 | |
Chapter 3: | Hardware Shading Effects | |||
Wolfgang Heidrich | 3 | - | 1 | |
Chapter 4: | In the beginning: The Pixel Stream Editor | |||
Ken Perlin | 4 | - | 1 | |
Chapter 5: | PixelFlow Shading | |||
Jon Leech, "OpenGL Extensions and Restrictions
for PixelFlow", Technical Report TR98-019, Department of Computer
Science, University of North Carolina at Chapel Hill, 1997.
©1997 UNC, Chapel Hill. Included here by permission. |
5 | - | 1 | |
Marc Olano, "PixelFlow Shading Language" | 5 | - | 41 | |
Marc Olano, "Implementing PixelFlow Shading" | 5 | - | 47 | |
(Presentation slides) | ||||
Chapter 6: | Procedural Solid Texturing | |||
John C. Hart, Nate Carr, Masaki Kameya, Stephen
A. Tibbitts, Terrance J. Coleman, "Antialiased Parameterized Solid
Texturing Simplified for Consumer-Level Hardware Implementation",
Proceedings of the 1999 Eurographics/SIGGRAPH Workshop on Graphics
Hardware.
©1999 ACM, included here by permission. | 6 | - | 1 | |
Nathan A. Carr and John C. Hart, "Real-Time Procedural Solid Texturing" | 6 | - | 11 | |
John C. Hart, "Perlin Noise Pixel Shaders" | 6 | - | 19 | |
Chapter 7: | Shading Through Multi-Pass Rendering | |||
Mark S. Peercy, Marc Olano, John Airey, P. Jeffery
Ungar, "Interactive Multi-Pass Programmable Shading", Proceedings
of SIGGRAPH 2000 (New Orleans, Louisiana, July 23-28, 2000). In
Computer Graphics, Annual Conference Series, ACM SIGGRAPH, 2000.
©1999 ACM, included here by permission. | 7 | - | 1 | |
Marc Olano and Bob Kuehne, "Level-of-Detail Shaders"
©2002 SGI, included here by permission. | 7 | - | 9 | |
Marc Olano, "Interactive Shading Language (ISL)
Language Description", In OpenGL Shader 2.4 distribution, SGI,
2001.
©2002 SGI, included here by permission. |
7 | - | 17 | |
(Presentation slides) | ||||
Chapter 8: | Complex Single and Multi-Pass Shading | |||
Bill Mark, "Stanford Real-time Procedural Shading System" | 8 | - | 1 | |
Kekoa Proudfoot and Eric Chan, "Real-Time Shading Language v6" | 8 | - | 8 | |
Bill Mark and C. Philipp Schloter, "Shading System Immediate-Mode API v2.2" | 8 | - | 36 | |
Chapter 9: | Sampling Procedural Shaders | |||
Wolfgang Heidrich | 9 | - | 1 | |
Chapter 10: | Multi-Pass RenderMan | |||
Marc Olano | 10 | - | 1 | |
(Presentation slides) | ||||
Chapter 11: | Analysis of Shading Pipelines | |||
John C. Hart and Peter K. Doenges, "A Framework for Analyzing Real-Time Advanced Shading Techniques" | 11 | - | 1 | |
Chapter 12: | Bibliography | |||
A Collection of Useful References | 12 | - | 1 |