80 likes | 198 Vues
This paper delves into the use of high-level shading languages like Nvidia Cg, DirectX HLSL, and OpenGL Shading Language in programmable hardware for graphics rendering. It discusses techniques involving vertex and fragment programs utilizing C-like syntax to manipulate 3D textures and perform linear interpolations. Key topics include handling data inputs like colors, normals, and textures, as well as outputting directly to displays. The paper reviews acceleration techniques for GPU-based volume rendering and demonstrates hardware-based non-linear filtering and segmentation.
E N D
High Level Shading Language • Nvidia Cg, • DirectX HLSL, • OpenGL Shading language, OpenGL 2.0
Shaders • C-like syntax • Vertex program • Fragment program • Hardware functions • 4-component algebra • Sin, cos,… • Linear interpolation • …
Data • Data input: • Textures • Tex coordinates • Geometry • Color • Normal • Output: • Direct display • Textures • P-buffer
Example float4 shader(float3 texCoord0 : TEXCOORD0, uniform sampler3D texture0, uniform sampler1D texture1 ) : COLOR { float tex0 = tex3D(texture0, texCoord0).a; return tex1D(texture1, tex0); }
Paper 1 • Acceleration Techniques for GPU based Volume Rendering • Tech. Univ. Munich • Viola et al, • IEEE Vis2003
Paper 2 • Hardware Based Non Linear Filtering and Segmentation Using High Level Shading Languages • Vienna Univ. of Technology • IEEE Vis2003