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Kekoa Proudfoot

dblp:70/322 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2001
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › shading
procedural shading
0.012001
A real-time procedural shading system for programmable graphics hardware · SIGGRAPH 2001
Rendering › shading
programmable shading
0.012001
A real-time procedural shading system for programmable graphics hardware · SIGGRAPH 2001
Rendering
real-time rendering
0.012001
A real-time procedural shading system for programmable graphics hardware · SIGGRAPH 2001

Methods — techniques the papers use, named apart from their topics

shading language compilation · 0.1multitexturing · 0.1
YearPublicationVenuePosition
2001 A real-time procedural shading system for programmable graphics hardware
abstract
Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher-level abstractions would both increase programmer productivity and make programs more portable. However, it is challenging to raise the abstraction level while still providing high performance. We have developed a real-time procedural shading language system designed to achieve this goal. Our system is organized around multiple computation frequencies. For example, computations may be associated with vertices or with fragments/pixels. Our system’s shading language provides a unified interface that allows a single procedure to include operations from more than one computation frequency. Internally, our system virtualizes limited hardware resources to allow for arbitrarily-complex computations. We map operations to graphics hardware if possible, or to the host CPU as a last resort. This mapping is performed by compiler back-end modules associated with each computation frequency. Our system can map vertex operations to either programmable vertex hardware or to the host CPU, and can map fragment operations to either programmable fragment hardware or to multipass OpenGL. By carefully designing all the components of the system, we are able to generate highly-optimized code. We demonstrate our system running in real-time on a variety of hardware.
Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov, Pat Hanrahan
SIGGRAPH1