Abstract Shade Trees

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Abstract Shade Trees

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dc.contributor.author McGuire, Morgan
dc.contributor.author Stathis, George
dc.contributor.author Pfister, Hanspeter
dc.contributor.author Krishnamurthi, Shriram
dc.date.accessioned 2011-02-15T20:44:51Z
dc.date.issued 2006
dc.identifier.citation McGuire, Morgan, George Stathis, Hanspeter Pfister, and Shriram Krishnamurthi. 2006. Abstract shade trees. In Proceedings I3D 2006: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games: March 14-17, 2006, Redwood City, California, ed. B. A. Watson, J. Cohen et al., 79-86. New York, N.Y.: ACM. en_US
dc.identifier.isbn 1-59593-295-X en_US
dc.identifier.uri http://nrs.harvard.edu/urn-3:HUL.InstRepos:4726189
dc.description.abstract As GPU-powered special effects become more sophisticated, it becomes harder to create and manage effect interaction using the fairly primitive shading languages. This difficulty also introduces a workflow problem: artists design effects but only programmers can implement them, making it impossible for them to work asynchronously.To address these problems we present abstract shade trees and heuristic algorithms that operate over them. The trees allow designers to easily create effects by connecting primitives such as cube mapping and modulation. These primitives publish semantically rich types that encapsulate notions like vector basis and normalization. The algorithms employ these published types to automatically infer atomic and compound connectors between the primitives, and generate code for the tree. We also describe a visual editing environment for specifying the trees.Our data structure and algorithms spare designers from having to specify low-level programming details, enabling them to experiment without depending on programmers. The algorithms ensure that the generated code will be free of type-mismatches, a problem in previous shade trees. The abstract shade tree can also naturally express high-level features like shadows and reflections whose implementations overlap; that cross-cutting has made them difficult to modularize in more traditional ways. In experiments, the generated shaders are as efficient as handwritten code. en_US
dc.description.sponsorship Engineering and Applied Sciences en_US
dc.language.iso en_US en_US
dc.publisher Association for Computing Machinery en_US
dc.relation.isversionof doi:10.1145/1111411.1111425 en_US
dc.relation.hasversion http://gvi.seas.harvard.edu/sites/all/files/McGuire06Abstract.pdf en_US
dash.license META_ONLY
dc.subject algorithms en_US
dc.subject design en_US
dc.subject theory en_US
dc.title Abstract Shade Trees en_US
dc.type Monograph or Book en_US
dc.description.version Accepted Manuscript en_US
dc.relation.journal Proceedings of the 2006 symposium on Interactive 3D graphics and games en_US
dash.depositing.author Pfister, Hanspeter
dash.embargo.until 10000-01-01

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  • FAS Scholarly Articles [7219]
    Peer reviewed scholarly articles from the Faculty of Arts and Sciences of Harvard University

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