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TOG
2002

Shader-driven compilation of rendering assets

13 years 4 months ago
Shader-driven compilation of rendering assets
Rendering performance of consumer graphics hardware benefits from pre-processing geometric data into a form targeted to the underlying API and hardware. The various elements of geometric data are then coupled with a shading program at runtime to draw the asset. In this paper we describe a system in which pre-processing is done in a compilation process in which the geometric data are processed with knowledge of their shading programs. The data are converted into structures targeted directly to the hardware, and a code stream is assembled that describes the manipulations required to render these data structures. Our compiler is structured like a traditional code compiler, with a front end that reads the geometric data and attributes (hereafter referred to as an art asset) output from a 3D modeling package and shaders in a platform independent form and performs platform-independent optimizations, and a back end that performs platform-specific optimizations and generates platform-targeted...
Paul Lalonde, Eric Schenk
Added 23 Dec 2010
Updated 23 Dec 2010
Type Journal
Year 2002
Where TOG
Authors Paul Lalonde, Eric Schenk
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