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K. Proudfoot, W. R. Mark, S. Tzvetkov, and P. Hanrahan. A real-time procedural shading system for programmable graphics. In E. Fiume, editor, SIGGRAPH 2001.

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Implementing Lattice Boltzmann Computation on Graphics Hardware - Li, Wei, Kaufman (2003)   (5 citations)  (Correct)

....Graphics architecture, such as OpenGL, can be treated as a general SIMD computer [13] Various computations are implemented as the operations of the texture mapping unit and the frame buffer. Final results are obtained in one or more rendering passes. Both Peercy et al. 13] and Proudfoot et al. [14] have developed languages for programmable procedural shading systems as well as compilers that automatically generate instructions corresponding to rendering operations on graphics hardware. However, to apply these ideas to other applications, the limited value range and accuracy of graphics ....

K. Proudfoot, W. R. Mark, S. Tzvetkov, and P. Hanrahan. A real-time procedural shading system for programmable graphics hardware. In Proceedings of ACM SIGGRAPH 2001.


Gradient Flow Registration A Streaming Implementation in.. - Strzodka, Droske, Rumpf   (Correct)

....large displacements [9] The model will be summarized in the next section. The implementation in this paper focuses on a basic intensity based model. Morphological image matching is to be considered in future. Modern graphics hardware can be used for very complex procedural texturing and shading [10, 11] allowing an enormous range of visual effects. But the optimization of graphics hardware for the processing of large data volumes made them also attractive for many other problems as diverse as robot motion planning [12] computation of Voronoi diagrams [13] flow visualization [14] morphological ....

Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov, and Pat Hanrahan, "A real-time procedural shading system for programmable graphics," in SIGGRAPH 2001.


Accurate Dense Stereo Reconstruction Using Graphics Hardware - Zach, Klaus, Hadwiger.. (2003)   (1 citation)  (Correct)

.... Even before programmable graphics hardware was available, the fixed function pipeline of 3D graphics processors was utilized to accelerate numerical calculations[5, 6] and even to emulate programmable shading[15] The introduction of a quite general programming model for vertex and pixel processing[10, 16] opened a very active research area. The primary application for programmable vertex and fragment processing is the enhancement of photorealism in interactive visualization systems (e.g. 1, 3] and entertainment applications ( 12, 13] Recently several authors identified current graphics ....

K. Proudfoot, W. Mark, S. Tzvetkov, and P. Hanrahan. A real-time procedural shading system for programmable graphics hardware. In Proceedings of SIGGRAPH 2001.


A Graphics Hardware Implementation of the Generalized.. - Strzodka, Ihrke, Magnor   (Correct)

....to maximize performance, the cost of purchase and operating this kind of parallel co processor is very little in comparison to the dedicated hardware architectures listed above. Therefore, the use of graphics hardware for computations more complex than advanced procedural texturing and shading [22, 23] is steadily gaining popularity: Wavelet transforms [14] morphological operations [13] computation of Voronoi diagrams [12] volume rendering [6] ray tracing [24] flow visualization [11, 15, 30] segmentation [25] robot motion planning [16] and artificial neural networks [4] have already ....

K. Proudfoot, W. R. Mark, S. Tzvetkov, and P. Hanrahan. A real-time procedural shading system for programmable graphics. In E. Fiume, editor, SIGGRAPH 2001.


Hardware-Based Nonlinear Filtering and Segmentation.. - Viola, Kanitsar, Gröller (2003)   (3 citations)  (Correct)

....is then compiled to hardware specific assembly code in run time. The principle is derived from the RenderMan shading language [21] however RenderMan was not intended for real time rendering. The first HLSL using the programmable graphics hardware is the Stanford Real Time Shading Language (RTSL) [17], which allows programmability for four so called computation frequencies: constant, per primitive group, per vertex, and per fragment. Beside the RTSL other HLSLs have been developed like DirectX HLSL [2] OpenGL Shading Language [15] or NVIDIA s Cg Language [5] Cg has some additional advantages ....

K. Proudfoot, W. Mark, S. Tzvetkov, and P. Hanrahan. A real-time procedural shading system for programmable graphics hardware. In Proceedings of ACM SIGGRAPH'01, pages 159--170, 2001.


Quality Issues of Hardware-Accelerated High-Quality.. - Hadwiger, Hauser, Möller (2003)   (Correct)

....hardware. However, this further exacerbates the problems related to limited precision. Recently, interest in higher precision and range for storing intermediate results of computations in graphics hardware has increased noticeably, especially since the introduction of real time shading languages [12, 13]. Apart from simply extending the precision and range of frame buffers themselves, alternative approaches such as F buffers [6] have also been suggested. Only with the most recent hardware architectures (ATI Radeon 9700 and NVIDIA NV30) the process of moving towards floating point color ....

K. Proudfoot, W. R. Mark, S. Tzvetkov, and P. Hanrahan. A real-time procedural shading system for programmable graphics hardware. In Proceedings of SIGGRAPH 2001.


Frequency Space Environment Map Rendering - Ravi Ramamoorthi Pat (2002)   (9 citations)  Self-citation (Hanrahan)   (Correct)

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PROUDFOOT, K., MARK, W., TZVETKOV, S., AND HANRAHAN, P. 2001. A realtime procedural shading system for programmable graphics hardware. In SIGGRAPH 01, 159--170.


Efficient Partitioning of Fragment Shaders for.. - Foley, Houston, Hanrahan (2004)   Self-citation (Hanrahan)   (Correct)

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PROUDFOOT K., MARK W. R., TZVETKOV S., HANRAHAN P.: A real-time procedural shading system for programmable graphics hardware. ACM Transactions on Graphics (August 2001).


Image Registration by a Regularized Gradient Flow A.. - Strzodka Bonn Droske   (Correct)

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K. Proudfoot, W. R. Mark, S. Tzvetkov, and P. Hanrahan. A real-time procedural shading system for programmable graphics. In E. Fiume, editor, SIGGRAPH 2001.


In International Conference on Image Analysis and.. - Graphics Hardware..   (Correct)

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K. Proudfoot, W. R. Mark, S. Tzvetkov, and P. Hanrahan. A real-time procedural shading system for programmable graphics. In E. Fiume, editor, SIGGRAPH 2001.


Virtual 16 Bit Precise Operations on RGBA8 Textures - Strzodka Numerical Analysis   (Correct)

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Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov, and Pat Hanrahan. A real-time procedural shading system for programmable graphics. In Eugene Fiume, editor, SIGGRAPH 2001.


Implementing Lattice Boltzmann Computation on Graphics Hardware - Li, Wei, Kaufman (2003)   (6 citations)  (Correct)

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K. Proudfoot, W. R. Mark, S. Tzvetkov, and P. Hanrahan. A real-time procedural shading system for programmable graphics hardware. In Proceedings of ACM SIGGRAPH 2001.


A GPU-Based, Three-Dimensional Level Set Solver with Curvature .. - Lefohn, Whitaker (2002)   (Correct)

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K. Proudfoot, W. R. Mark, S. Tzvetkov, and P. Hanrahan, "A real-time procedural shading system for programmable graphics hardware," in ACM SIGGRAPH, pp. 159--170., 2001.


Unknown - (2003)   (Correct)

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Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov, and Pat Hanrahan, "A Real- Time Procedural Shading System for Programmable Graphics Hardware " in SIGGRAPH 2001


API Design - McCool (2002)   (Correct)

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K. Proudfoot, W. R. Mark, P. Hanrahan, and S. Tzvetkov. A real-time procedural shading system for programmable graphics hardware. In Proc. ACM SIGGRAPH, August 2001.


Prelim: A New Surface Domain for GPU Processing - Carr (2003)   (Correct)

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Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov, and Pat Hanrahan. A real-time procedural shading system for programmable graphics hardware. Proc. SIGGRAPH 2001.


Fast Image Registration In Dx9 Graphics Hardware - Strzodka, Droske, Rumpf (2003)   (Correct)

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Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov, and Pat Hanrahan, "A real-time procedural shading system for programmable graphics," in SIGGRAPH 2001.


A Graphics Hardware Implementation of the Generalized.. - Strzodka, Ihrke, Magnor (2003)   (Correct)

No context found.

K. Proudfoot, W. R. Mark, S. Tzvetkov, and P. Hanrahan. A real-time procedural shading system for programmable graphics. In E. Fiume, editor, SIGGRAPH 2001.


The Ray Engine - Carr, Hall, Hart (2002)   (1 citation)  (Correct)

No context found.

PROUDFOOT, K., MARK, W. R., TZVETKOV, S., AND HAN- RAHAN, P. A real-time procedural shading system for programmable graphics hardware. Proc. SIGGRAPH


An Embedded Shading Language - Zheng Qin In (2004)   (Correct)

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K. Proudfoot, W. R. Mark, P. Hanrahan, and S. Tzvetkov. A real-time procedural shading system for programmable graphics hardware. In Proc. SIGGRAPH, August 2001.


Functional Approach to Texture Generation - Jerzy Karczmarczuk University   (Correct)

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Pat Hanrahan, Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov, A RealTime Procedural Shading System for Programmable Graphics Hardware, SIGGRAPH, (2001). See also graphics.stanford.edu/projects/shading .


Real-Time Halftoning: A Primitive For Non-Photorealistic .. - Freudenberg, Masuch.. (2002)   (7 citations)  (Correct)

No context found.

Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov, and Pat Hanrahan. A real-time procedural shading system for programmable graphics hardware. In Proc. SIGGRAPH 01, Computer Graphics Proceedings, Annual Conference Series, pages 159--170, 2001. 2


Automatic Shader Level of Detail - Olano, Kuehne, Simmons (2003)   (Correct)

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K. Proudfoot, W. R. Mark, S. Tzvetkov, and P. Hanrahan. A real-time procedural shading system for programmable graphics hardware. In Proceedings of SIGGRAPH 2001, ACM Computer Graphics Proceedings, Annual Conference Series, pages 159--170, August 2001.


Real-Time Halftoning: A Primitive For Non-Photorealistic .. - Freudenberg, Masuch.. (2002)   (7 citations)  (Correct)

No context found.

Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov, and Pat Hanrahan. A real-time procedural shading system for programmable graphics hardware. In Proc. SIGGRAPH 01, Computer Graphics Proceedings, Annual Conference Series, pages 159--170, 2001. 2


A Multigrid Solver for Boundary Value Problems.. - Goodnight.. (2003)   (7 citations)  (Correct)

No context found.

Kekoa Proudfoot, William Mark, Svetoslav Tzvetkov, and Pat Hanrahan. A real time procedural shading system for programmable graphics hardware. In Proceedings of SIGGRAPH 2001, pages 159--170, August 2001.

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