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dc.contributor.authorLejdfors, Calleen_US
dc.contributor.authorOhlsson, Lennarten_US
dc.contributor.editorIk Soo Lim and Wen Tangen_US
dc.date.accessioned2014-01-31T20:02:24Z
dc.date.available2014-01-31T20:02:24Z
dc.date.issued2008en_US
dc.identifier.isbn978-3-905673-67-8en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG08/145-150en_US
dc.description.abstractThe graphics processing units (GPUs) used in todays personal computers can be programmed to compute the visual appearance of three-dimensional objects in real time. Such programs are called shaders and are written in high-level domain-specific languages that can produce very efficient programs. However, to exploit this efficiency, the programmer must explicitly express space transformations necessary to implement a computation. Unfortunately, this makes programming GPUs more error prone and reduces portability of the shader programs. In this paper we show that these explicit transformations can be removed without sacrificing performance. Instead we can automatically infer the set of transformations necessary to implement the shader in the same way as an experienced programmer would. This enables shaders to be written in a cleaner, more portable, manner and to be more readily reused. Furthermore, errors resulting from incorrect transformation usage or space assumptions are eliminated. In the paper we present an inferencing algorithm as well as a prototype space-free shading language implemented as an embedded language in Python.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectKeywords: Shading language, graphics processing unit (GPU), optimization, inference, embedded languageen_US
dc.titleSpace-free Shader Programming: Automatic Space Inference and Optimization for Real-time Shadersen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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