Now showing items 1-2 of 2

    • Compiling to a VLIW Fragment Pipeline 

      Mark, William R.; Proudfoot, Kekoa (The Eurographics Association, 2001)
      The latest generation of graphics hardware supports fully programmable vertex and pixel/fragment operations, but programming this hardware at a low level is difficult and time consuming. To address this problem, we have ...
    • Mio: Fast Multipass Partitioning via Priority-Based Instruction Scheduling 

      Riffel, Andrew; Lefohn, Aaron E.; Vidimce, Kiril; Leone, Mark; Owens, John D. (The Eurographics Association, 2004)
      Real-time graphics hardware continues to offer improved resources for programmable vertex and fragment shaders. However, shader programmers continue to write shaders that require more resources than are available in the ...