Diploma and Master Theses (authored and supervised):
"Shading Framework for Modern Rendering Engines";
Supervisor: D. Schedl, M. Wimmer;
Institut für Computergraphik und Algorithmen,
final examination: 2014-11-06.
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.
OpenGL, Shading Language, Framework, Spark, DirectX
Electronic version of the publication:
Created from the Publication Database of the Vienna University of Technology.