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Diplom- und Master-Arbeiten (eigene und betreute):

O. Dogangönül:
"Shading Framework for Modern Rendering Engines";
Betreuer/in(nen): D. Schedl, M. Wimmer; Institut für Computergraphik und Algorithmen, 2013; Abschlussprüfung: 06.11.2014.



Kurzfassung englisch:
In real-time computer graphics algorithms are often implemented using shaders. Even simple e ects possibly comprise several shader les. Advanced material-light interactions are often accompanied by level-of-detail and occlusion optimizations, therefore, graphics developers have to cope with various shader les often including duplicate shader code. Furthermore the algorithms are forced to be divided into per-stage procedures, which also contributes to the complexity of shader programming. Based on existing research a framework in OpenGL should be implemented to facilitate shader development. Furthermore basic means for outputting intermediate computation results should be provided to enhance debugging capabilities.

Schlagworte:
OpenGL, Shading Language, Framework, Spark, DirectX


Elektronische Version der Publikation:
http://publik.tuwien.ac.at/files/PubDat_231884.pdf


Erstellt aus der Publikationsdatenbank der Technischen Universität Wien.