Re: Pure, garbage-collected graphics resources
David Duke <[email protected]> Tue, 21 Jul 2009 21:21:37 +0100
| Newsgroups | gmane.comp.lang.haskell.hopengl |
|---|---|
| Message-ID | <[email protected]> |
Sam Martin wrote: > > I’ve been thinking about something similar for a while, and am toying > with the idea of building the rendering pipeline as a typed > expression. It’s all very hand-wavey thoughts at the moment, but I > reckon it’s possible to define a function that describes the pipeline > you want to establish and then ‘compile’ that expression into an > executable object. > We've been working on this approach at Leeds. Last year we submitted an entry to the IEEE Visualization contest using a rendering framework where you create something akin to a scene graph as a data structure. Interfacing with OpenGL is done behind the scenes, including traversing the tree to render, and to respond to events. See our paper in PADL'09 - source code at www.comp.leeds.ac.uk/funvis/. We're currently extending this in two directions. One is better support for writing embedded interactors, which transform a tree in response to an event. We now have a nice parallel coordinates example with interactive brushing of the axes embedded directly into the scene, hope to put up on the web at some point. The other ... > > It’s equivalent to defining the graph of the pipeline and compiling > that into an executable sequence. > ... is essentially that, though for vis pipelines rather than just graphics. Not yet at a point where we could answer Conal's questions, but also working towards it. David -- Dr. David Duke E: [email protected] School of Computing W: www.comp.leeds.ac.uk/djd/ University of Leeds T: +44 113 3436800 Leeds, LS2 9JT, U.K.