A user-programmable vertex engine
By Erik Lindholm, Mark J. Kligard, Henry P. Moreton. International Conference on Computer Graphics and Interactive Techniques, 2001
372 citations recorded by the source corpus.
Subfields: Computational Theory and Mathematics, Computer Graphics and Computer-Aided Design, Hardware and Architecture
View Paper: https://www.semanticscholar.org/paper/5caca5e0ac48cc53dd159c4ed07bf9aafecde375
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Theory and Mathematics
In Computer Graphics and Computer-Aided Design
- Mario Botsch
- Doug L. James
- P. Hanrahan
- Leif Kobbelt
- Ian Buck
- Dinesh K. Pai
- Paul G. Kry
- Olga Sorkine-Hornung
In Hardware and Architecture
- Tor M. Aamodt
- John R. Nickolls
- Ian Buck
- Doug L. James
- Wilson W. L. Fung
- George L. Yuan
- P. Hanrahan
- Dinesh K. Pai
Citations in the corpus
- A survey of point-based techniques in computer graphics (2004, background): “In the last years, the increasing efficiency and programmability of modern graphic cards [51,52] triggered the development of hardware-based splatting methods.”
- Accelerator: using data parallelism to program GPUs for general-purpose uses (2006, background): “Highly programmable graphics processing units (GPUs) became available in 2001 [ 10 ] and have evolved rapidly since then [15].”
- NVIDIA Tesla: A Unified Graphics and Computing Architecture (2008, methodology): “5 In 2001, the GeForce 3 introduced the first programmable vertex processor executing vertex shaders, along with a configurable 32-bit floating-point fragment pipeline, programmed with DX8 5 and OpenGL.”
- Sparse matrix solvers on the GPU: conjugate gradients and multigrid (2003, background): “With the arrival of programmable vertex and fragment units [Lindholm et al. 2001] the available repertoire increased sig-nificantly.”
- EigenSkin: real time large deformation character skinning in hardware (2002, methodology): “2.5 Eigenskin Vertex Programming Modern vertex programming hardware (e.g., [Lindholm et al. 2001]) is ideally suited to performing the per-vertex weighted linear superposition of eigendisplacements (contained in the large brackets of Equation 2) performed prior to the SSD weighted…”
- Dynamic Warp Formation and Scheduling for Efficient GPU Control Flow (2007, methodology): “The modern graphics processing unit (GPU) can be viewed as an example of the latter approach [ 18 , 28, 6]. Earlier generations of GPUs consisted of fi xed function 3D rendering pipelines.”
- Ray tracing on programmable graphics hardware (2002, methodology): “An NVIDIA vertex program consists of up to 128 4-way SIMD floating point instructions [Lindholm et al. 2001].”
- Brook for GPUs: Stream Computing on Graphics Hardware (2004, methodology): “Each processor executes a user-speci(cid:12)ed assembly-level shader program consisting of 4-way SIMD instructions [Lindholm et al. 2001].”