A language for shading and lighting calculations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Efficient bump mapping hardware
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Displaced subdivision surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Illumination for computer generated pictures
Communications of the ACM
A real-time procedural shading system for programmable graphics hardware
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Comparing Reyes and OpenGL on a stream architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Brook for GPUs: stream computing on graphics hardware
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2004 Papers
OpenGL(R) Shading Language (2nd Edition)
OpenGL(R) Shading Language (2nd Edition)
GRAMPS: A programming model for graphics pipelines
ACM Transactions on Graphics (TOG)
Spark: modular, composable shaders for graphics hardware
ACM SIGGRAPH 2011 papers
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Shaders offer a wide range of possibilities, but at the same time limit the flexibility of an application as combining shader components is difficult. We present a novel object model for writing shaders for modern graphics hardware. These objects are defined and instantiated within an application. They are then propagated to the different programmable pipeline stages using a well-defined concept of copy-construction. Objects can reference each other and thus offer a flexible way to configure the shading set-up at run-time. Our framework is built on top of the object model for the standard illumination situation of surfaces and light sources. We show that many modern shading models can be expressed in this framework in a uniform and integrated way. Both, the object model and the framework, make the reuse of components practical and allow object-oriented design to be applied to the development of shaders.