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Description
| - This paper focuses on graphical shader programming, which is essential for real-time rendering. Opposite to classical low<br>level, structured languages, functional approach is used in this work and existing work is extended to cover geometry shader<br>programming. The compiler is able to transform the program in a way that is hard to achieve with classical languages. The<br>program is written for all pipeline stages at once and the compiler does the partitioning. This allows the programmer to focus<br>on program semantics and let the compiler take care of the efficient execution. First, this paper describes shader stages as<br>functions in a mathematical manner. The process of program partitioning and transformation to one of the classical languages<br>is described. Several examples show the differences between functional description and equivalent structured code.
- This paper focuses on graphical shader programming, which is essential for real-time rendering. Opposite to classical low<br>level, structured languages, functional approach is used in this work and existing work is extended to cover geometry shader<br>programming. The compiler is able to transform the program in a way that is hard to achieve with classical languages. The<br>program is written for all pipeline stages at once and the compiler does the partitioning. This allows the programmer to focus<br>on program semantics and let the compiler take care of the efficient execution. First, this paper describes shader stages as<br>functions in a mathematical manner. The process of program partitioning and transformation to one of the classical languages<br>is described. Several examples show the differences between functional description and equivalent structured code. (en)
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Title
| - Functional Programming of Geometry Shaders
- Functional Programming of Geometry Shaders (en)
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skos:prefLabel
| - Functional Programming of Geometry Shaders
- Functional Programming of Geometry Shaders (en)
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skos:notation
| - RIV/00216305:26230/10:PU89529!RIV11-MSM-26230___
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http://linked.open...avai/riv/aktivita
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http://linked.open...avai/riv/aktivity
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http://linked.open...vai/riv/dodaniDat
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http://linked.open...aciTvurceVysledku
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http://linked.open.../riv/druhVysledku
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http://linked.open...iv/duvernostUdaju
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http://linked.open...titaPredkladatele
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http://linked.open...dnocenehoVysledku
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http://linked.open...ai/riv/idVysledku
| - RIV/00216305:26230/10:PU89529
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http://linked.open...riv/jazykVysledku
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http://linked.open.../riv/klicovaSlova
| - Rendering, Shaders, Functional Programming<br> (en)
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http://linked.open.../riv/klicoveSlovo
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http://linked.open...ontrolniKodProRIV
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http://linked.open...v/mistoKonaniAkce
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http://linked.open...i/riv/mistoVydani
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http://linked.open...i/riv/nazevZdroje
| - WSCG 2010 Communication Papers Proceedings
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http://linked.open...in/vavai/riv/obor
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http://linked.open...ichTvurcuVysledku
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http://linked.open...cetTvurcuVysledku
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http://linked.open...UplatneniVysledku
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http://linked.open...iv/tvurceVysledku
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http://linked.open...vavai/riv/typAkce
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http://linked.open.../riv/zahajeniAkce
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http://linked.open...n/vavai/riv/zamer
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number of pages
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http://purl.org/ne...btex#hasPublisher
| - Západočeská univerzita v Plzni
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https://schema.org/isbn
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http://localhost/t...ganizacniJednotka
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is http://linked.open...avai/riv/vysledek
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