Bachelor and Master Theses

Title: GPU Programming in a Functional Language
Subject: Computer Science
Level: Advanced
Description: Functional languages provide many features that could reduce the time to develop computer games. Programming the GPU (graphics processor) is still quite cumbersome in functional languages, since this involves setting up the graphical pipeline stages in an imperative fashion. The objective of this thesis is to create an API (application programming interface) for GPU-programming in Haskell, where the various pipeline stages are modeled as pure functions, and the intermediate values as strongly typed polymorphic data types. This includes modeling the programmable shader stages as custom shader expressions (also expressed in Haskell) that are mapped over collections of vertices and fragments. The output of the final stage (the rendered image) should be able to be displayed on the screen, saved as a bitmap or used as a texture by another function (i.e. enabling multi pass rendering). Some kind of runtime system that implicitly handles all Video RAM data (e.g. shaders, textures or uniform values) will also need to be designed.
Company: Avalanche Studios, kontaktperson: Gustav Taxén
Prel. end date: 2009-01-31
Presentation date: 2009-06-11
Student: Tobias Bexelius tobias_bexelius@hotmail.com
IDT supervisor: Björn Lisper
bjorn.lisper@mdh.se, +46-21-151709

Rapport och bilagor

Size

Senaste uppdatering

TR0811.pdf

246678

2009-05-24, 23:30


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