Image Synthesis and Interactive 3D Graphics (Dagstuhl Seminar 00251)
Abstract
Our research group has built a programmable-shading system that allows a single shader to include per-fragment, per-vertex, and per-primitive-group computations.The shading system runs in real-time on current graphics hardware.It currently uses the host CPU for per-vertex computations, but should be able to use programmable vertex hardware when it becomes available.Per-vertex computations are particularly useful for lighting, coordinate-space conversions, and texture-coordinate generation.Our shading system supports separate surface and light shaders, in a manner similar to RenderMan.This design decision has system-wide implications, primarily because we allow a light shader to compute either a per-fragment or per-vertex result.Our system provides an immediate-mode geometry interface that hides the underlying multi-pass rendering implementation from the application. SMASH: A Next-Generation API for Programmable Graphics Accelerators
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