SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The design and implementation of hierarchical software systems with reusable components
ACM Transactions on Software Engineering and Methodology (TOSEM)
Image precision silhouette edges
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
A conceptual basis for feature engineering
Journal of Systems and Software
On the criteria to be used in decomposing systems into modules
Communications of the ACM
A Discipline of Programming
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An XML-based visual shading language for vertex and fragment shaders
Proceedings of the ninth international conference on 3D Web technology
Feature-Oriented Programming and the AHEAD Tool Suite
Proceedings of the 26th International Conference on Software Engineering
Brook for GPUs: stream computing on graphics hardware
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2004 Papers
User-configurable automatic shader simplification
ACM SIGGRAPH 2005 Papers
Interactive shader development
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
The perception of simulated materials
ACM SIGGRAPH 2008 classes
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
Indirect shader domain rendering
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
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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As GPU-powered special effects become more sophisticated, it becomes harder to create and manage effect interaction using the fairly primitive shading languages. This difficulty also introduces a workflow problem: artists design effects but only programmers can implement them, making it impossible for them to work asynchronously.To address these problems we present abstract shade trees and heuristic algorithms that operate over them. The trees allow designers to easily create effects by connecting primitives such as cube mapping and modulation. These primitives publish semantically rich types that encapsulate notions like vector basis and normalization. The algorithms employ these published types to automatically infer atomic and compound connectors between the primitives, and generate code for the tree. We also describe a visual editing environment for specifying the trees.Our data structure and algorithms spare designers from having to specify low-level programming details, enabling them to experiment without depending on programmers. The algorithms ensure that the generated code will be free of type-mismatches, a problem in previous shade trees. The abstract shade tree can also naturally express high-level features like shadows and reflections whose implementations overlap; that cross-cutting has made them difficult to modularize in more traditional ways. In experiments, the generated shaders are as efficient as handwritten code.