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A set of [http://www.cgl.uwaterloo.ca/Projects/rendering/Talks/Sh/ talks] is also available, along with some posters: A set of [http://www.cgl.uwaterloo.ca/Projects/rendering/Talks/Sh/ talks] is also available, along with some posters:
-* [http://libsh.org/posters/worley_poster.pdf Worley Cellular Textures in Sh]. Bryan Chan and Michael McCool. To appear at SIGGRAPH 2004 Posters Session.+* [http://libsh.org/posters/worley_poster.pdf Worley Cellular Textures in Sh]. Bryan Chan and Michael McCool. SIGGRAPH 2004 Posters Session.
-* [http://libsh.org/posters/ray_poster.pdf Unified Stream Processing Raytracer]. Gabo Moreno-Fortuny and Michael McCool. To appear at GP2 2004.+* [http://libsh.org/posters/ray_poster.pdf Unified Stream Processing Raytracer]. Gabo Moreno-Fortuny and Michael McCool. GP2 2004.
-* [http://libsh.org/posters/control_poster.pdf Data-Dependent Multipass Control Flow on GPUs (downsampled)]. Tiberiu Popa and Michael McCool. To appear at GP2 2004.+* [http://libsh.org/posters/control_poster.pdf Data-Dependent Multipass Control Flow on GPUs (downsampled)]. Tiberiu Popa and Michael McCool. GP2 2004.
==Videos== ==Videos==

Revision as of 22:06, 26 October 2005

A Gamasutra article, The Sh GPU Metaprogramming Toolkit, gives an overview of Sh.

Slashdot has also posted a review of the book.

Papers

  • Shader Algebra. Michael McCool, Stefanus Du Toit, Tiberiu S. Popa, Bryan Chan and Kevin Moule. To appear at SIGGRAPH 2004, 9 pages.
  • Shader Metaprogramming. Michael D. McCool, Zheng Qin, and Tiberiu S. Popa, SIGGRAPH/Eurographics Graphics Hardware Workshop, September 2-3, 2002, Saarbrücken, Germany, pp. 57-68.

The papers and the Gamasutra article use similar examples, and neither can go into much depth due to lack of space. The book has a lot more examples and depth, and of course if you download Shrike you'll see a lot more examples as well as seeing them run in context.

Talks and Posters

A set of talks is also available, along with some posters:

Videos