2009
DOI: 10.1007/978-3-642-10331-5_95
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A Framework for Object-Oriented Shader Design

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Cited by 6 publications
(3 citation statements)
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“…If the tessellation (HS and DS) stages are also disabled, then all computation on the different flavors of vertices will be executed in the VS stage. This design has similar properties to the shader framework of Kuck and Wesche [2009], where operations defined in the "Post Geometry" stage are executed in the VS if no GS effect is active.…”
Section: Move Computations When Pipeline Stages Are Disabledmentioning
confidence: 40%
See 1 more Smart Citation
“…If the tessellation (HS and DS) stages are also disabled, then all computation on the different flavors of vertices will be executed in the VS stage. This design has similar properties to the shader framework of Kuck and Wesche [2009], where operations defined in the "Post Geometry" stage are executed in the VS if no GS effect is active.…”
Section: Move Computations When Pipeline Stages Are Disabledmentioning
confidence: 40%
“…Effect systems [NVIDIA 2010;Microsoft 2010b;Lalonde and Schenk 2002] allow a set of per-stage shaders to be encapsulated, but do not address program concerns at other scales. Shader metaprogramming frameworks [McCool et al 2002;Lejdfors and Ohlsson 2004;Kuck and Wesche 2009] apply host-language abstractions to shaders.…”
Section: Cg Hlsl Glslmentioning
confidence: 44%
“…Similarly, Kuck et al [KW09] specialize shaders at run time using C++ classes as an abstraction layer. Again, the adaptation logic is fixed at compile time of the application and cannot be altered by the shader author.…”
Section: Related Workmentioning
confidence: 99%