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HAVEL, J.
Originální název
Functional Programming of Geometry Shaders
Anglický název
Druh
Stať ve sborníku mimo WoS a Scopus
Originální abstrakt
This paper focuses on graphical shader programming, which is essential for real-time rendering. Opposite to classical lowlevel, structured languages, functional approach is used in this work and existing work is extended to cover geometry shaderprogramming. The compiler is able to transform the program in a way that is hard to achieve with classical languages. Theprogram is written for all pipeline stages at once and the compiler does the partitioning. This allows the programmer to focuson program semantics and let the compiler take care of the efficient execution. First, this paper describes shader stages asfunctions in a mathematical manner. The process of program partitioning and transformation to one of the classical languagesis described. Several examples show the differences between functional description and equivalent structured code.
Anglický abstrakt
Klíčová slova
Rendering, Shaders, Functional Programming
Klíčová slova v angličtině
Autoři
Rok RIV
2011
Vydáno
22.04.2010
Nakladatel
University of West Bohemia in Pilsen
Místo
Plzeň
ISBN
978-80-86943-87-9
Kniha
WSCG 2010 Communication Papers Proceedings
Strany od
9
Strany do
13
Strany počet
5
BibTex
@inproceedings{BUT35521, author="Jiří {Havel}", title="Functional Programming of Geometry Shaders", booktitle="WSCG 2010 Communication Papers Proceedings", year="2010", pages="9--13", publisher="University of West Bohemia in Pilsen", address="Plzeň", isbn="978-80-86943-87-9" }