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Dietrich Geisler

dblp:280/4914 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Software engineering, systems software and programming languages · 1 · 1 first-author

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.

Software engineering, system software, and programming languages
1 paper
Programming languages and type systems · 100%
Computer graphics and multimedia
1 paper
Rendering · 100%

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

TopicWeightPapersLastEvidence papers
Rendering
shader programming
0.412020
Geometry types for graphics programming · Proc. ACM Program. Lang. 2020
Programming languages and type systems
type systems
0.412020
Geometry types for graphics programming · Proc. ACM Program. Lang. 2020
Programming languages and type systems
domain-specific languages
0.112020
Geometry types for graphics programming · Proc. ACM Program. Lang. 2020

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

type checking · 0.9code generation · 0.9
YearPublicationVenuePosition
2020 Geometry types for graphics programming
abstract
In domains that deal with physical space and geometry, programmers need to track the coordinate systems that underpin a computation. We identify a class of geometry bugs that arise from confusing which coordinate system a vector belongs to. These bugs are not ruled out by current languages for vector-oriented computing, are difficult to check for at run time, and can generate subtly incorrect output that can be hard to test for. We introduce a type system and language that prevents geometry bugs by reflecting the coordinate system for each geometric object. A value's geometry type encodes its reference frame, the kind of geometric object (such as a point or a direction), and the coordinate representation (such as Cartesian or spherical coordinates). We show how these types can rule out geometrically incorrect operations, and we show how to use them to automatically generate correct-by-construction code to transform vectors between coordinate systems. We implement a language for graphics programming, Gator, that checks geometry types and compiles to OpenGL's shading language, GLSL. Using case studies, we demonstrate that Gator can raise the level of abstraction for shader programming and prevent common errors without inducing significant annotation overhead or performance cost.
Dietrich Geisler, Irene Yoon 0001, Aditi Kabra, Horace He, Yinnon Sanders, Adrian Sampson
Proc. ACM Program. Lang.1