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Shader metaprogramming
| Content Provider | Semantic Scholar |
|---|---|
| Author | McCool, Michael D. Qin, Zheng Popa, T. |
| Copyright Year | 2002 |
| Abstract | Modern graphics accelerators have embedded programmable components in the form of vertex and fragment shading units. Current APIs permit specification of the programs for these components using an assembly-language level interface. Compilers for high-level shading languages are available but these read in an external string specification, which can be inconvenient.It is possible, using standard C++, to define a high-level shading language directly in the API. Such a language can be nearly indistinguishable from a special-purpose shading language, yet permits more direct interaction with the specification of textures and parameters, simplifies implementation, and enables on-the-fly generation, manipulation, and specialization of shader programs. A shading language built into the API also permits the lifting of C++ host language type, modularity, and scoping constructs into the shading language without any additional implementation effort. |
| Starting Page | 57 |
| Ending Page | 68 |
| Page Count | 12 |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://www.cs.cmu.edu/afs/cs.cmu.edu/academic/class/15869-f11/www/readings/mccool02_sh.pdf |
| Alternate Webpage(s) | http://www.cgl.uwaterloo.ca/Projects/rendering/Papers/metaAPIpaper.pdf |
| Alternate Webpage(s) | http://www.cgl.uwaterloo.ca/~zqin/graphicshard2002/ft_gateway.cfm |
| Alternate Webpage(s) | http://www.graphicshardware.org/previous/www_2002/presentations/mccool_revised_paper.pdf |
| Journal | HWWS '02 |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |