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Automated Combination Of Real-Time Shader Programs Matthias Trapp :: Jürgen Döllner + =
Outline ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
1. Motivation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
1. Motivation ,[object Object]
2. Concept - Overview ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],= +
2. Concept - Decomposition ,[object Object]
2. Concept - Combination
2. Concept – Decompostion Details ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
3. Tagging Shader Source Code ,[object Object],[object Object],handler  [ local | global | optional | explicite | ignore ]  hName  ( interface  iName ) handler local   onLighting ( interface   context ) { vec3  fragNormal =  normalize ( context.us_Frag Normal ); vec3  fragView  =  normalize ( context.us_Frag View ); vec3  fragLight  =  normalize ( context.us_Frag Light ); vec3  reflection =  normalize (reflect(-phongLight, phongNormal)); float  NdotL =  max (0.0,  dot (fragNormal, fragLight)); float  VdotR =  dot (fragView, reflection); float  VdotRExp =  pow ( max (0.0, VdotR),  context.us _FrontMaterial.shininess ); context.us_FragColor  =   context.us _FrontMaterial.ambient   * ( gl_LightSource[0].ambient   +   gl_LightModel.ambient ) +   NdotL * gl_LightSource[0].diffuse  *   context.us _FrontMaterial.diffuse  +   VdotRExp *   context.us _FrontMaterial.specular  * gl_LightSource[0].specular ;   return ; }
4. Preprocessing Step ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5. Shader Combination ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],foreach  prototype P    PL   do   foreach   shader program SP    PPL   do   foreach   shader handler SH    SP   do   if  ( prototype(SH) = P )  do   appendIfStatement(SH)
6. Conclusion ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Thank You. [email_address] [email_address] :: www.vrs3d.org :: www.hpi.uni-potsdam.de ::
Thank You. [email_address] [email_address] :: www.vrs3d.org :: www.hpi.uni-potsdam.de ::
2. Concept – Interfaces ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Vertex Handler Interface ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Fragment Handler Interface
2. Concept – Execution Modes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2. Concept – Execution Modes ,[object Object]

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