Abstract
While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations using accelerated OpenGL PixelMap and PixelTransfer operations, achieving a rate of 2.5 Hz for a 256×256 image. We also implemented the noise algorithm on the NVidia GeForce2 using register combiners. Our register combiner implementation required 375 passes, but ran at 1.3 Hz. This exercise illustrated a variety of abilities and shortcomings of current graphics hardware. The paper concludes with an exploration of directions for expanding pixel shading hardware to further support iterative multipass pixel-shader applications.
Original language | English (US) |
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Pages | 87-94 |
Number of pages | 8 |
State | Published - 2001 |
Event | 2001 Workshop on Graphics Hardware - Los Angeles, CA, United States Duration: Aug 12 2001 → Aug 13 2001 |
Other
Other | 2001 Workshop on Graphics Hardware |
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Country/Territory | United States |
City | Los Angeles, CA |
Period | 8/12/01 → 8/13/01 |
Keywords
- Hardware shading
- Perlin noise function
- Pixel shaders
- Register combiners
ASJC Scopus subject areas
- General Computer Science