Cg: a system for programming graphics hardware in a C-like language
By William R. Mark, R. S. Glanville, Kurt Akeley, M. Kilgard. ACM Transactions on Graphics, 2003
720 citations recorded by the source corpus.
Subfields: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Hardware and Architecture
View Paper: https://www.semanticscholar.org/paper/78ec0d28b105d48f29d67a93a08a9edeb4b7d10a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Graphics and Computer-Aided Design
- Mario Botsch
- Leif Kobbelt
- Rüdiger Westermann
- Naga K. Govindaraju
- Mark J. Harris
- M. Houston
- Dinesh Manocha
- Ian Buck
In Computer Vision and Pattern Recognition
- Naga K. Govindaraju
- Dinesh Manocha
- Rüdiger Westermann
- Ming C Lin
- Pradeep K. Dubey
- Suzanne Yoakum-Stover
- Zhe Fan
- Mark J. Harris
In Hardware and Architecture
- Mark J. Harris
- M. Houston
- Ian Buck
- Anselmo Lastra
- William V. Baxter
- Thorsten Scheuermann
- Naga K. Govindaraju
- P. Hanrahan
Citations in the corpus
- A survey of medical image registration on graphics hardware (2011, methodology): “The OpenGL shading language (GLSL) [13] is the high level shading language for OpenGL [14], HLSL is the equivalent for DirectX [15], whereas the output of a Cg [16] compiler can work with either OpenGL or DirectX.”
- The OpenGL® Shading Language (2006, methodology): “NVIDIA developed a C-based language called Cg (“C for graphics”) [ NVIDIA03b ] to bring high level shading languages to the mass market.”
- Brook for GPUs: Stream Computing on Graphics Hardware (2004, methodology): “Microsoft’s HLSL, NVIDIA’s Cg, and OpenGL’s GLslang allow shaders to be written in a high level, C-like programming language [Microsoft 2003; Mark et al. 2003; Kessenich et al. 2003].”
- Dryad: distributed data-parallel programs from sequential building blocks (2007, neutral): “Condor [37] was an early example of such a system in a distributed setting, and we take more direct inspiration from three other models: shader languages developed for graphic processing units (GPUs) [30, 36], Google’s MapReduce system [16], and parallel databases [18].”
- Larrabee: a many-core x86 architecture for visual computing (2008, methodology): “Real-time graphics APIs evolved to expose this functionality with high level shading languages such as Cg [Mark et al. 2003], HLSL [Microsoft 2007] and GLSL [Kessenich et al. 2006].”
- Fast, Accurate and Shift-Varying Line Projections for Iterative Reconstruction Using the GPU (2009, background): “The high-level shading language Cg [27] provides an important library of mathematical functions that are applicable to both scalar and vectorial floating-point registers.”
- GPU Cluster for High Performance Computing (2004, methodology): “Recently, the development of GPUs has reached a new high-point with the addition of single-precision 32bit floating point capabilities and the high level language programming interface, called Cg [20].”
- Fast computation of database operations using graphics processors (2004, methodology): “For generating the fragment programs, we used NVIDIA’s CG compiler [23].”
- CellSs: a Programming Model for the Cell BE Architecture (2006, methodology): “GPUs can be programmed by means of Cg [Mark et al. 2003], a C-like high-level language.”
- Accelerating popular tomographic reconstruction algorithms on commodity PC graphics hardware (2005, background): “…functions found in programming languages, such as square roots, trigonometric functions, etc. Standard application programmer interfaces (APIs) resembling high-level programming languages exist (e.g., from NVidia, Santa Clara, CA [17] and Brook from Stanford University , Stanford, CA, [4]).”