An Embedded Shading Language

dc.contributor.authorQin, Zhengen
dc.date.accessioned2006-08-22T14:21:34Z
dc.date.available2006-08-22T14:21:34Z
dc.date.issued2004en
dc.date.submitted2004en
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.identifier.urihttp://hdl.handle.net/10012/1209
dc.language.isoenen
dc.pendingfalseen
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
uws-etd.degreeMaster of Mathematicsen
uws-etd.degree.departmentSchool of Computer Scienceen
uws.peerReviewStatusUnrevieweden
uws.scholarLevelGraduateen
uws.typeOfResourceTexten

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