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dc.contributor.authorQin, Zhengen
dc.date.accessioned2006-08-22 14:21:34 (GMT)
dc.date.available2006-08-22 14:21:34 (GMT)
dc.date.issued2004en
dc.date.submitted2004en
dc.identifier.urihttp://hdl.handle.net/10012/1209
dc.description.abstractModern 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 an embedded high-level shading language. 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 specification of shader programs. An embedded shading language also permits the lifting of C++ host language type, modularity, and scoping constructs into the shading language without any additional implementation effort.en
dc.formatapplication/pdfen
dc.format.extent1223218 bytes
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherUniversity of Waterlooen
dc.rightsCopyright: 2004, Qin, Zheng. All rights reserved.en
dc.subjectComputer Scienceen
dc.subjectShadingen
dc.subjectGPUen
dc.subjectShading Languageen
dc.subjectshaderen
dc.subjectvertex shaderen
dc.subjectfragment shaderen
dc.titleAn Embedded Shading Languageen
dc.typeMaster Thesisen
dc.pendingfalseen
uws-etd.degree.departmentSchool of Computer Scienceen
uws-etd.degreeMaster of Mathematicsen
uws.typeOfResourceTexten
uws.peerReviewStatusUnrevieweden
uws.scholarLevelGraduateen


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