Niklas Folkegård
Högskolan i Gävle, Sweden
Daniel Wesslén
Högskolan i Gävle, Sweden
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Published in: The Annual SIGRAD Conference. Special Theme - Environmental Visualization
Linköping Electronic Conference Proceedings 13:5, p. 11-15
Published: 2004-11-24
ISBN:
ISSN: 1650-3686 (print), 1650-3740 (online)
Programming real time graphics has been made more efficient by introducing high level shading languages such as Cg and GLSL. Writing shader programs can be redundant since the same functions appear in many shaders. This article suggests a method to combine single functions and create compound shaders in runtime. Redundancy is avoided by dividing programs into smaller; reusable parts. An algorithm is presented for joining these parts into working shaders based on just a few parameters.
CR Categories: I.3.0 [Computer Graphics]: General— [I.4.8]: IMAGE PROCESSING—Shading D.1.2 [Software]: Programming Techniques—Automatic Programming.
Graphics hardware; GLSL; GPU programming; programming efficiency; real time shaders; dynamic code generation; meta programming; computer graphics