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
Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Interval analysis for computer graphics
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
CONDOR: constraint-based dataflow
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Generative modeling: a symbolic system for geometric modeling
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
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
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)
Solid texturing of complex surfaces
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
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
Polygon rendering on a stream architecture
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A real-time procedural shading system for programmable graphics hardware
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
RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics
RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Composite Lighting Simulations with Lighting Networks
IEEE Computer Graphics and Applications
Compiler Generation for Interactive Graphics Using Intermediate Code
Selected Papers from the Internaltional Seminar on Partial Evaluation
General Calculations using Graphics Hardware with Applications to Interactive Caustics
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
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
Linear algebra operators for GPU implementation of numerical algorithms
ACM SIGGRAPH 2003 Papers
Sparse matrix solvers on the GPU: conjugate gradients and multigrid
ACM SIGGRAPH 2003 Papers
Nonlinear optimization framework for image-based modeling on programmable graphics hardware
ACM SIGGRAPH 2003 Papers
Code Generation in Action
OpenGL(R) Shading Language
Brook for GPUs: stream computing on graphics hardware
ACM SIGGRAPH 2004 Papers
Brook for GPUs: stream computing on graphics hardware
ACM SIGGRAPH 2004 Papers
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware
SC '05 Proceedings of the 2005 ACM/IEEE conference on Supercomputing
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time texture-mapped vector glyphs
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
Implementing an embedded GPU language by combining translation and generation
Proceedings of the 2006 ACM symposium on Applied computing
A real-time multimedia composition layer
Proceedings of the 1st ACM workshop on Audio and music computing multimedia
Worley cellular textures in Sh
SIGGRAPH '04 ACM SIGGRAPH 2004 Posters
A memory model for scientific algorithms on graphics processors
Proceedings of the 2006 ACM/IEEE conference on Supercomputing
Teaching graphics with the openGL shading language
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Cache-efficient numerical algorithms using graphics hardware
Parallel Computing
Exploring weak scalability for FEM calculations on a GPU-enhanced cluster
Parallel Computing
BSGP: bulk-synchronous GPU programming
ACM SIGGRAPH 2008 papers
Adapting a message-driven parallel application to GPU-accelerated clusters
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
GRAMPS: A programming model for graphics pipelines
ACM Transactions on Graphics (TOG)
Probing biomolecular machines with graphics processors
Communications of the ACM - A View of Parallel Computing
Probing Biomolecular Machines with Graphics Processors
Queue - Bioscience
A Framework for Object-Oriented Shader Design
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
A unified shader based on the OpenGL ES 2.0 for 3D mobile game development
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
State-of-the-art in heterogeneous computing
Scientific Programming
Structured parallel programming with deterministic patterns
HotPar'10 Proceedings of the 2nd USENIX conference on Hot topics in parallelism
Accelerating Haskell array codes with multicore GPUs
Proceedings of the sixth workshop on Declarative aspects of multicore programming
Simple optimizations for an applicative array language for graphics processors
Proceedings of the sixth workshop on Declarative aspects of multicore programming
Indirect shader domain rendering
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
A programming model for GPU-based parallel computing with scalability and abstraction
Proceedings of the 25th Spring Conference on Computer Graphics
Programmable vertex processing unit for mobile game development
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Design of a programmable vertex processing unit for mobile platforms
EUC'06 Proceedings of the 2006 international conference on Emerging Directions in Embedded and Ubiquitous Computing
Efficient code generation for a domain specific language
GPCE'05 Proceedings of the 4th international conference on Generative Programming and Component Engineering
Hardware-Accelerated template matching
IbPRIA'05 Proceedings of the Second Iberian conference on Pattern Recognition and Image Analysis - Volume Part I
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
A fast implementation of the octagon abstract domain on graphics hardware
SAS'07 Proceedings of the 14th international conference on Static Analysis
Optimising space exploration of OpenCL for GPGPUs
International Journal of Computational Science and Engineering
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An algebra consists of a set of objects and a set of operators that act on those objects. We treat shader programs as first-class objects and define two operators: connection and combination. Connection is functional composition: the outputs of one shader are fed into the inputs of another. Combination concatenates the input channels, output channels, and computations of two shaders. Similar operators can be used to manipulate streams and apply computational kernels expressed as shaders to streams. Connecting a shader program to a stream applies that program to all elements of the stream; combining streams concatenates the record definitions of those streams.In conjunction with an optimizing compiler, these operators can manipulate shader programs in many useful ways, including specialization, without modifying the original source code. We demonstrate these operators in Sh, a metaprogramming shading language embedded in C++.