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Several external publications have covered the Sh GPU metaprogramming toolkit. A feature on Gamasutra, titled The Sh GPU Metaprogramming Toolkit, introduces Sh and explains how it works. A review of the related book was also posted on Slashdot. For a fuller introduction, you can read the overview of Sh or the page on metaprogramming GPUs with Sh.

Academic Papers
Two peer-reviewed papers describe the foundations of Sh. Both the papers and the Gamasutra article rely on similar examples and, because of limited space, cannot explore the subject in great depth. The book offers many more examples and greater detail, and downloading Shrike lets you see additional examples running in context.
- Shader Algebra — Michael McCool, Stefanus Du Toit, Tiberiu S. Popa, Bryan Chan and Kevin Moule. SIGGRAPH 2004, ACM Transactions on Graphics 23(3), pp. 787–795.
- 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.
Talks and Posters
A collection of talks and posters is also available, covering topics such as Worley cellular textures and unified stream processing.
- Worley Cellular Textures in Sh — Bryan Chan and Michael McCool. SIGGRAPH 2004 Posters Session.
- Unified Stream Processing Raytracer — Gabo Moreno-Fortuny and Michael McCool. GP2 2004.
- Data-Dependent Multipass Control Flow on GPUs (downsampled) — Tiberiu Popa and Michael McCool. GP2 2004.
Browse the talks Worley poster Raytracer poster Control flow poster
Videos
Two videos demonstrate Sh in action. A short introductory video is available in Windows Media 9 format (21MB). A second video shows Worley textures implemented in Sh, in AVI xvid format (27MB), and complements the SIGGRAPH 2004 poster on Worley textures in Sh by Bryan Chan.
Watch the intro video Watch the Worley textures video
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