Metaprogramming GPUs with Sh

Overview

Shading, as part of the creation of realistic computer-generated images, is currently bringing major advances to computer graphics, with important practical applications in computer game design and animation. Shaders are a more sophisticated way of making 3D objects look more realistic. While most shaders are created using proprietary shading languages, Sh, a new open-source system, simplifies the shader programming process by making it part of the C++ language. This book introduces Sh and describes how to ...

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Overview

Shading, as part of the creation of realistic computer-generated images, is currently bringing major advances to computer graphics, with important practical applications in computer game design and animation. Shaders are a more sophisticated way of making 3D objects look more realistic. While most shaders are created using proprietary shading languages, Sh, a new open-source system, simplifies the shader programming process by making it part of the C++ language. This book introduces Sh and describes how to program a GPU using C++ to implement both basic and advanced shading techniques. Readers of this book will be able to start writing advanced, modular shaders using Sh within a day!

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Editorial Reviews

From the Publisher
" Gamasutra.com features an article this week about Sh, the new shader language, developed by Michael McCool and Stefanus Du Toit. Background information and a user's manual are published in their new book, ""Metaprogramming GPUs with Sh."" -Gamasutra.com, July 2004

Stefanus Du Toit, co-author of Metaprogramming GPUs with Sh is on this year's list of the top science and technology innovators under the age of 35. -MIT Technology Review , August 2008"

Slashdot.org
Provides a concise and well-written introduction to Sh. The book will definitely contribute to enlarging the currently relative small user base of Sh and hopefully help the library grow and get more refined in the near future. Everyone familiar with "regular" high-level shading languages, such as Cg or the OpenGL Shading Language, should take a look at this book to see a new and interesting way of programming GPUs that the aforementioned languages do not offer.
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Product Details

  • ISBN-13: 9781568812298
  • Publisher: Taylor & Francis
  • Publication date: 8/15/2004
  • Pages: 307
  • Product dimensions: 7.30 (w) x 9.28 (h) x 0.58 (d)

Table of Contents

1 Overview 3
2 Tuples, matrices, operators, and functions 43
3 Programs, parameters, and attributes 63
4 Arrays and textures 89
5 Streams and channels 119
6 Reference overview 129
7 Types 137
8 Standard operators and functions 151
9 Arrays, tables and textures 177
10 Programs and streams 183
11 Control constructs 209
12 Backends 217
13 Engineering overview 225
14 Intermediate representation 229
15 Streams and textures 241
16 Optimization 249
17 Backend 261
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