SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Approximation algorithms for directed Steiner problems
Proceedings of the ninth annual ACM-SIAM symposium on Discrete algorithms
Interactive multi-pass programmable shading
Proceedings of the 27th 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
RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics
RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics
SODA '02 Proceedings of the thirteenth annual ACM-SIAM symposium on Discrete algorithms
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
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
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Since the introduction of programmable graphics hardware, the creation of shader programs has played an increasingly important role in real-time graphics. Programming shaders is no trivial task, and this has led to the introduction of graphical shader editor tools. Using these tools, shaders are authored by connecting nodes and building a shade tree. In this paper we present an improved approach to real-time graphical shader authoring that removes several programming difficulties. Our approach automatically handles type- and geometrical space transformations by using intelligent variables as connection slots in the nodes. Our work also offers workflow enhancements for a more interactive creation process. When shaders are to be used in interactive applications such as games, they need to be optimized. Therefore we present a scheme for automatic optimization in two steps; first optimal code placement and second optimization of inserted transformations. Performance will be compared to hand-optimized programs.