An Embedded Shading Language
dc.contributor.author | Qin, Zheng | en |
dc.date.accessioned | 2006-08-22T14:21:34Z | |
dc.date.available | 2006-08-22T14:21:34Z | |
dc.date.issued | 2004 | en |
dc.date.submitted | 2004 | en |
dc.description.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 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.format | application/pdf | en |
dc.format.extent | 1223218 bytes | |
dc.format.mimetype | application/pdf | |
dc.identifier.uri | http://hdl.handle.net/10012/1209 | |
dc.language.iso | en | en |
dc.pending | false | en |
dc.publisher | University of Waterloo | en |
dc.rights | Copyright: 2004, Qin, Zheng. All rights reserved. | en |
dc.subject | Computer Science | en |
dc.subject | Shading | en |
dc.subject | GPU | en |
dc.subject | Shading Language | en |
dc.subject | shader | en |
dc.subject | vertex shader | en |
dc.subject | fragment shader | en |
dc.title | An Embedded Shading Language | en |
dc.type | Master Thesis | en |
uws-etd.degree | Master of Mathematics | en |
uws-etd.degree.department | School of Computer Science | en |
uws.peerReviewStatus | Unreviewed | en |
uws.scholarLevel | Graduate | en |
uws.typeOfResource | Text | en |
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