@MASTERSTHESIS\{IMM2006-04837, author = "P. D. E. Jensen", title = "Workflow Improvements for Real-Time Shader Development", year = "2006", school = "Informatics and Mathematical Modelling, Technical University of Denmark, {DTU}", address = "Richard Petersens Plads, Building 321, {DK-}2800 Kgs. Lyngby", type = "", note = "Supervised by Niels J{\o}rgen Christensen, and Bent Dalgaard Larsen, {IMM}.", url = "http://www2.compute.dtu.dk/pubdb/pubs/4837-full.html", abstract = "This thesis will discuss the design and implementation of a shader graph editor. The editor makes the daunting task of programming shaders accessible for non programmers, as no programming or specific knowledge of graphics hardware is required. Graphics programming complexities such as different types or conversion between mathematical spaces, such as world and object space, is hidden from the user and handled automatically by the system. The work presented here also covers integrating the editor with a game engine, which includes supporting effects such as shadows and different light types in the generated shaders. The editor supports the creation of both vertex and fragment shaders, and discusses optimization issues of the generated shaders." }