Detail publikace

Functional Programming of Geometry Shaders

HAVEL, J.

Originální název

Functional Programming of Geometry Shaders

Anglický název

Functional Programming of Geometry Shaders

Jazyk

en

Originální abstrakt

This paper focuses on graphical shader programming, which is essential for real-time rendering. Opposite to classical low level, structured languages, functional approach is used in this work and existing work is extended to cover geometry shader programming. The compiler is able to transform the program in a way that is hard to achieve with classical languages. The program is written for all pipeline stages at once and the compiler does the partitioning. This allows the programmer to focus on program semantics and let the compiler take care of the efficient execution. First, this paper describes shader stages as functions in a mathematical manner. The process of program partitioning and transformation to one of the classical languages is described. Several examples show the differences between functional description and equivalent structured code.

Anglický abstrakt

This paper focuses on graphical shader programming, which is essential for real-time rendering. Opposite to classical low level, structured languages, functional approach is used in this work and existing work is extended to cover geometry shader programming. The compiler is able to transform the program in a way that is hard to achieve with classical languages. The program is written for all pipeline stages at once and the compiler does the partitioning. This allows the programmer to focus on program semantics and let the compiler take care of the efficient execution. First, this paper describes shader stages as functions in a mathematical manner. The process of program partitioning and transformation to one of the classical languages is described. Several examples show the differences between functional description and equivalent structured code.

Dokumenty

BibTex


@inproceedings{BUT35521,
  author="Jiří {Havel}",
  title="Functional Programming of Geometry Shaders",
  annote="This paper focuses on graphical shader programming, which is essential for
real-time rendering. Opposite to classical low
level, structured languages, functional approach is used in this work and
existing work is extended to cover geometry shader
programming. The compiler is able to transform the program in a way that is hard
to achieve with classical languages. The
program is written for all pipeline stages at once and the compiler does the
partitioning. This allows the programmer to focus
on program semantics and let the compiler take care of the efficient execution.
First, this paper describes shader stages as
functions in a mathematical manner. The process of program partitioning and
transformation to one of the classical languages
is described. Several examples show the differences between functional
description and equivalent structured code.",
  address="University of West Bohemia in Pilsen",
  booktitle="WSCG 2010 Communication Papers Proceedings",
  chapter="35521",
  edition="NEUVEDEN",
  howpublished="print",
  institution="University of West Bohemia in Pilsen",
  year="2010",
  month="april",
  pages="9--13",
  publisher="University of West Bohemia in Pilsen",
  type="conference paper"
}