SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A language for shading and lighting calculations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Visual programming: perspectives and approaches
IBM Systems Journal
A brief introduction to data flow
Data flow computing
Real-time programmable shading
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A shading language on graphics hardware: the pixelflow shading system
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive shader development
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
A shader framework for rapid prototyping of GPU-based volume rendering
EuroVis'11 Proceedings of the 13th Eurographics / IEEE - VGTC conference on Visualization
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This paper presents a new system for the visual development of complex vertex and fragment shaders. The system makes usage of the advantages of visual programming languages. The core of the system is a Java program. With this program users can develop and test dataflow diagrams that describe the functionality of OpenGL ARB vertex and fragment programs. To get a graphical feedback the system is able to display rendered and shaded scenes immediately. The rendering of these three dimensional scenes will be done with the common Java-OpenGL binding GL4Java. Further on Cg4Java, a new binding for connecting Java to NVIDIA's High-Level Shading Language C for graphics (Cg) was developed. For an easy and fast way of verification, and for the possibility of a future integration into XML based 3D formats like Extensible 3D (X3D), the whole topology of the dataflow diagrams will be stored in XML. The concept of shader programming with dataflow diagrams and the architecture of our system will be described in detail. For a better understanding two examples will be presented and explained.