Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Haomin Long

dblp:204/0072 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%
Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
real-time rendering
0.312017
Shader components: modular and high performance shader development · ACM Trans. Graph. 2017
Rendering › shader programming
shading languages
0.312017
Shader components: modular and high performance shader development · ACM Trans. Graph. 2017
Requirements engineering and software design › modularity
modularity mechanisms
0.112017
Shader components: modular and high performance shader development · ACM Trans. Graph. 2017

Methods — techniques the papers use, named apart from their topics

static specialization · 0.6shader components · 0.6
YearPublicationVenuePosition
2017 Shader components: modular and high performance shader development
abstract
Modern game engines seek to balance the conflicting goals of high rendering performance and productive software development. To improve CPU performance, the most recent generation of real-time graphics APIs provide new primitives for performing efficient batch updates to shader parameters. However, modern game engines featuring large shader codebases have struggled to take advantage of these benefits. The problem is that even though shader parameters can be organized into efficient modules bound to the pipeline at various frequencies, modern shading languages lack corresponding primitives to organize shader logic (requiring these parameters) into modules as well. The result is that complex shaders are typically compiled to use a monolithic block of parameters, defeating the design, and performance benefits, of the new parameter binding API. In this paper we propose to resolve this mismatch by introducing shader components , a first-class unit of modularity in a shader program that encapsulates a unit of shader logic and the parameters that must be bound when that logic is in use. We show that by building sophisticated shaders out of components, we can retain essential aspects of performance (static specialization of the shader logic in use and efficient update of parameters at component granularity) while maintaining the modular shader code structure that is desirable in today's high-end game engines.
Yong He 0013, Theresa Foley, Teguh Hofstee, Haomin Long, Kayvon Fatahalian
ACM Trans. Graph.4