Mark J. Kilgard
Nvidia
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Featured researches published by Mark J. Kilgard.
international conference on computer graphics and interactive techniques | 2001
Erik Lindholm; Mark J. Kilgard; Henry Packard Moreton
In this paper we describe the design, programming interface, and implementation of a very efficient user-programmable vertex engine. The vertex engine of NVIDIAs GeForce3 GPU evolved from a highly tuned fixed-function pipeline requiring considerable knowledge to program. Programs operate only on a stream of independent vertices traversing the pipe. Embedded in the broader fixed function pipeline, our approach preserves parallelism sacrificed by previous approaches. The programmer is presented with a straightforward programming model, which is supported by transparent multi-threading and bypassing to preserve parallelism and performance. In the remainder of the paper we discuss the motivation behind our design and contrast it with previous work. We present the programming model, the instruction set selection process, and details of the hardware implementation. Finally, we discuss important API design issues encountered when creating an interface to such a device. We close with thoughts about the future of programmable graphics devices.
international conference on computer graphics and interactive techniques | 1997
Mark J. Kilgard
The OpcnGL Graphics System provides a well-specified, widelyaccepted dataflow for 3D graphics and imaging. OpenGL is an UTclrirechaa; nn OpenGL-capable computer is a hardware manifestation or ir,~plenrentution of that architecture. The Onyx2 InfiniteReality nnd 02 workstations exemplify two very different implementntions of OpenGL. The hvo designs respond to different cost, performance, and capability goals. Common practice is to describe a graphics hardware implementntion bnscd on how the hardware itself operates. However, this pnper discusses hvo OpenGL hardware implementations based on how they embody the OpenGL architecture. An important thread throughout is how OpenGL implementations can be designed not merely based on gmphics price-performance considerations, but nlso with considemtion of larger system issues such as memory architecture, compression, and video processing. Just as OpenGL is influenced by wider system concerns, OpenGL itself can provide a clarifying influence on system capabilities not conventionally thought of as graphics-related. CR Categories: 1.3.1 [Computer Graphics]: Hardware Architecture; 1.3.6 [Computer Graphics]: Methodology and TechniquesStandards
international conference on computer graphics and interactive techniques | 2008
Mark J. Kilgard; Kurt Akeley
OpenGL was conceived in 1991 to provide an industry standard for programming the hardware graphics pipeline. The original design has evolved considerably over the last 17 years. Whereas capabilities mandated by OpenGL such as texture mapping and a stencil buffer were present only on the worlds most expensive graphics hardware back in 1991, now these features are completely pervasive in PCs and now even available in several hand-held devices. Over that time, OpenGLs original fixed-function state machine has evolved into a complex data-flow including several application-programmable stages. And the performance of OpenGL has increased from 100x to over 1,000x in many important raw graphics operations.
international conference on computer graphics and interactive techniques | 2015
Vineet Batra; Mark J. Kilgard; Harish Kumar; Tristan Lorach
We describe our successful initiative to accelerate Adobe Illustrator with the graphics hardware pipeline of modern GPUs. Relying on OpenGL 4.4 plus recent OpenGL extensions for advanced blend modes and first-class GPU-accelerated path rendering, we accelerate the Adobe Graphics Model (AGM) layer responsible for rendering sophisticated Illustrator scenes. Illustrator documents render in either an RGB or CMYK color mode. While GPUs are designed and optimized for RGB rendering, we orchestrate OpenGL rendering of vector content in the proper CMYK color space and accommodate the 5+ color components required. We support both non-isolated and isolated transparency groups, knockout, patterns, and arbitrary path clipping. We harness GPU tessellation to shade paths smoothly with gradient meshes. We do all this and render complex Illustrator scenes 2 to 6x faster than CPU rendering at Full HD resolutions; and 5 to 16x faster at Ultra HD resolutions.
international conference on computer graphics and interactive techniques | 2004
Tomas Akenine-Moeller; Eric Chan; Wolfgang Heidrich; Jan Kautz; Mark J. Kilgard; Marc Stamminger
Shadows heighten realism and provide important visual cues about the spatial relationships between objects. But integration of robust shadow shadowing techniques in real-time rendering is not an easy task. In this course on how shadows are incorporated in real-time rendering, attendees learn basic shadowing techniques and more advanced techniques that exploit new features of graphics hardware.The course begins with shadowing techniques using shadow maps. After an introduction to shadow maps and general improvements of this technique (filtering, depth bias, omnidirectional lights, etc.), the first section describes two methods for reducing sampling artifacts: perspective shadow maps and silhouette maps. Both techniques can significantly improve shadow quality, but they require careful implementation. The course continues with extensions of the shadow mapping method that allow soft shadows from linear and area light sources. The second part of the course discusses recent advances in efficient and robust implementation of shadow volumes on graphics hardware and then shows how shadow volumes can be extended to generate accurate soft shadows from area lights. Finally, the course summarizes real-time shadowing from full lighting environments using the technique of precomputed radiance transfer.The course explains the differences among these algorithms and their strengths and weaknesses. Implementation details, often omitted in technical papers, are provided. And throughout the course, the tradeoffs between quality and performance are illustrated for the different techniques.
international conference on computer graphics and interactive techniques | 2003
William R. Mark; R. Steven Glanville; Kurt Akeley; Mark J. Kilgard
international conference on computer graphics and interactive techniques | 1998
David Blythe; Brad Grantham; Mark J. Kilgard; Tom McREYNOLDS; Steven R. Nelson
Archive | 2001
Mark J. Kilgard; Patrick R. Brown; Eric S. Werness
Archive | 2007
William P. Newhall; Mark J. Kilgard
arXiv: Graphics | 2002
Cass W. Everitt; Mark J. Kilgard