A language for shading and lighting calculations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Algorithms for the detection and elimination of specular aliasing
Proceedings of the conference on Graphics interface '92
Texturing and modeling: a procedural approach
Texturing and modeling: a procedural approach
Real-time programmable shading
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Optimizing ML with run-time code generation
PLDI '96 Proceedings of the ACM SIGPLAN 1996 conference on Programming language design and implementation
VCODE: a retargetable, extensible, very fast dynamic code generation system
PLDI '96 Proceedings of the ACM SIGPLAN 1996 conference on Programming language design and implementation
A shading language on graphics hardware: the pixelflow shading system
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
View-independent environment maps
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Antialiased parameterized solid texturing simplified for consumer-level hardware implementation
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
C and tcc: a language and compiler for dynamic code generation
ACM Transactions on Programming Languages and Systems (TOPLAS)
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Interactive multi-pass programmable shading
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A real-time procedural shading system for programmable graphics hardware
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Homomorphic factorization of BRDFs for high-performance rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Compiling to a VLIW fragment pipeline
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Compiler Generation for Interactive Graphics Using Intermediate Code
Selected Papers from the Internaltional Seminar on Partial Evaluation
Unified Approach to Prefiltered Environment Maps
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
A programmable pipeline for graphics hardware
A programmable pipeline for graphics hardware
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
Pixel-Exact Rendering of Spacetime Finite Element Solutions
VIS '04 Proceedings of the conference on Visualization '04
Efficient partitioning of fragment shaders for multiple-output hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A reconfigurable architecture for load-balanced rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Implementing an embedded GPU language by combining translation and generation
Proceedings of the 2006 ACM symposium on Applied computing
Worley cellular textures in Sh
SIGGRAPH '04 ACM SIGGRAPH 2004 Posters
Streaming Algorithms for Biological Sequence Alignment on GPUs
IEEE Transactions on Parallel and Distributed Systems
Graphics hardware for scientific computation
International Journal of Computational Science and Engineering
BSGP: bulk-synchronous GPU programming
ACM SIGGRAPH 2008 papers
hiCUDA: a high-level directive-based language for GPU programming
Proceedings of 2nd Workshop on General Purpose Processing on Graphics Processing Units
Data parallel acceleration of decision support queries using Cell/BE and GPUs
Proceedings of the 6th ACM conference on Computing frontiers
Compiler support for general-purpose computation on GPUs
The Journal of Supercomputing
A Framework for Object-Oriented Shader Design
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Comparison of two real-time image processing system approaches
CGIM '08 Proceedings of the Tenth IASTED International Conference on Computer Graphics and Imaging
Compiling Python to a hybrid execution environment
Proceedings of the 3rd Workshop on General-Purpose Computation on Graphics Processing Units
Expression and loop libraries for high-performance code synthesis
LCPC'06 Proceedings of the 19th international conference on Languages and compilers for parallel computing
Control flow emulation on tiled SIMD architectures
CC'08/ETAPS'08 Proceedings of the Joint European Conferences on Theory and Practice of Software 17th international conference on Compiler construction
Structured parallel programming with deterministic patterns
HotPar'10 Proceedings of the 2nd USENIX conference on Hot topics in parallelism
Compilation of stream programs for multicore processors that incorporate scratchpad memories
Proceedings of the Conference on Design, Automation and Test in Europe
Automatically translating a general purpose C++ image processing library for GPUs
IPDPS'06 Proceedings of the 20th international conference on Parallel and distributed processing
AnySL: efficient and portable shading for ray tracing
Proceedings of the Conference on High Performance Graphics
Copperhead: compiling an embedded data parallel language
Proceedings of the 16th ACM symposium on Principles and practice of parallel programming
Spark: modular, composable shaders for graphics hardware
ACM SIGGRAPH 2011 papers
A programming model for GPU-based parallel computing with scalability and abstraction
Proceedings of the 25th Spring Conference on Computer Graphics
Obsidian: a domain specific embedded language for parallel programming of graphics processors
IFL'08 Proceedings of the 20th international conference on Implementation and application of functional languages
The development of the data-parallel GPU programming language CGiS
ICCS'06 Proceedings of the 6th international conference on Computational Science - Volume Part IV
Scheduling of synchronous data flow models on scratchpad memory based embedded processors
Proceedings of the International Conference on Computer-Aided Design
The CGiS compiler—a tool demonstration
CC'06 Proceedings of the 15th international conference on Compiler Construction
Decoupling algorithms from schedules for easy optimization of image processing pipelines
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Intel's Array Building Blocks: A retargetable, dynamic compiler and embedded language
CGO '11 Proceedings of the 9th Annual IEEE/ACM International Symposium on Code Generation and Optimization
Softshell: dynamic scheduling on GPUs
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
CUDASA: compute unified device and systems architecture
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
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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 a high-level shading language directly in the API. 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 specialization of shader programs. A shading language built into the API also permits the lifting of C++ host language type, modularity, and scoping constructs into the shading language without any additional implementation effort.