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2014
DOI: 10.1145/2661229.2661276
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Automatic shader simplification using surface signal approximation

Abstract: In this paper, we present a new automatic shader simplification method using surface signal approximation. We regard the entire multi-stage rendering pipeline as a process that generates signals on surfaces, and we formulate the simplification of the fragment shader as a global simplification problem across multi-shader stages. Three new shader simplification rules are proposed to solve the problem. First, the code transformation rule transforms fragment shader code to other shader stages in order to redistrib… Show more

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Cited by 49 publications
(26 citation statements)
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References 23 publications
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“…Sitthi‐Amorn et al [SAMWL11] described a GP approach to the problem of automatic procedural shader simplification. Other researchers have also investigated automatic shader simplification by heuristic search methods that simplify programs [OKS, Pel, HFTF15], and by jointly modifying shaders and geometry [WYY*14]. Brady and colleagues [BLPW14] showed how to use GP to discover new analytic reflectance functions.…”
Section: Related Workmentioning
confidence: 99%
“…Sitthi‐Amorn et al [SAMWL11] described a GP approach to the problem of automatic procedural shader simplification. Other researchers have also investigated automatic shader simplification by heuristic search methods that simplify programs [OKS, Pel, HFTF15], and by jointly modifying shaders and geometry [WYY*14]. Brady and colleagues [BLPW14] showed how to use GP to discover new analytic reflectance functions.…”
Section: Related Workmentioning
confidence: 99%
“…Sitthi‐Amorn et al [SAMWL11] introduced the genetic programming into automatic shader simplification to search for the Pareto‐optimal simplified shaders that best represent the tradeoffs between rendering time and quality. Wang et al [WYY*14] proposed new simplification rules that treat the shader simplification as signal approximation on surfaces to simplify shaders across multiple shader stages. However, these methods perform optimization in an offline scheme and are thus unable to optimally adapt to the runtime changes of context.…”
Section: Related Workmentioning
confidence: 99%
“…where x and y are the integer pixel coordinates, v is a set of input geometry primitives with attributes, u is a set of uniform parameters (such as camera position and light position), and || · || 2 is the norm, (i.e., L 2 norm used in this paper). Based on the measured rendering time and image error, shader simplification is formulated as a multi‐objective problem in the two‐dimensional cost space (∊, t ), and seeks a Pareto‐optimal solution [SAMWL11,WYY*14,HFTF15]. To consider the variations of geometry primitives and uniform parameters, offline shader simplification usually integrates the error over the domain of each uniform parameter, and averages over different geometry models.…”
Section: Overviewmentioning
confidence: 99%
See 1 more Smart Citation
“…Due to their simplicity and mathematical properties, Bézier surfaces have been employed in applications such as surface reconstruction from clouds of points [3], modeling of free-form deformations [4,5], interactive manipulation of three-dimensional meshes and rendering [6][7][8], bio-mechanical modeling [9], hybrid volumetric object representation [10], registration in medical imaging [11,12], and computer games [13] among others.…”
Section: Introductionmentioning
confidence: 99%