Demo Data from EDBT 2026 / reviewers in the wild / expert
Haomin Long
dblp:204/0072
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
real-time rendering |
0.3 | 1 | 2017 | Shader components: modular and high performance shader development · ACM Trans. Graph. 2017 |
Rendering › shader programming
shading languages |
0.3 | 1 | 2017 | Shader components: modular and high performance shader development · ACM Trans. Graph. 2017 |
Requirements engineering and software design › modularity
modularity mechanisms |
0.1 | 1 | 2017 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Shader components: modular and high performance shader developmentabstractModern 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 |