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OpenGL / Shading / Shader / Cg / GLSL / Shading language / High Level Shader Language / ARB / ALGOL 68 / Computer graphics / 3D computer graphics / Computing


Abstract Shade Trees Morgan McGuire Brown University George Stathis Harvard Extension School
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Document Date: 2009-04-17 08:53:43


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Company

Prentice-Hall / NVIDIA / GPU / Hierarchical Software Systems / Programmable Graphics Hardware / Abram / /

Event

Force Majeure / Reorganization / /

Facility

Building Block / Building Block Shaders / /

IndustryTerm

digital signal processors / visual programming tool / back-end tool / implementation technology / 3D technologies / front-end tool / application software / graphics processors / higher order tool / visual tools / telecommunications industry / real-time execution / software engineering literature / coercion search / pre-processor / 3D Web Tech / multi-pass solution / visual programming front-end tool / manufacturing / shader preview tool / streaming processors / parallel processors / intermediate coercion product / module systems / Software product lines / /

Organization

Brown University / Harvard / /

Person

Ivan Sutherland / Abram / George Stathis Harvard / Unreal Engine / /

Position

Visual Material Editor / editor / FX Composer for interactive adjustment / artist / experienced shader programmer / visual editor / GUI tree-editor / instruction scheduler / non-programmer / GUI Implementation Our GUI tree editor / first visual shade tree editor / abstract shade tree editor / code editor / shader author / programmer / /

ProgrammingLanguage

XML / Java / C++ / /

PublishedMedium

Computer Graphics / Journal of Systems and Software / /

Technology

alpha / XML / BBS / 3D technologies / graphics processors / Java / shading algorithm / 3D graphics / implementation technology / random access / inherently digital signal processors / Weaving Algorithm / GUI / /

URL

http /

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