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Spark
2011
ACM Transactions on Graphics
Animation Tessellation Render to Cube Vertex Colors Displacement Texture Mapping VS HS DS GS PS Figure 1: A complex shading effect decomposed into user-defined modules in Spark. The dashed boxes show the programmable stages of the Direct3D 11 pipeline; the colored boxes show different concerns in the program. Some logical concerns cross-cut multiple pipeline stages. Abstract In creating complex real-time shaders, programmers should be able to decompose code into independent, localized modules
doi:10.1145/2010324.1965002
fatcat:qvjym24sp5aapcbletvaigkequ