Articles
From ShWiki
A Gamasutra article, The Sh GPU Metaprogramming Toolkit, gives an overview of Sh.
Slashdot has also posted a review of the book.
Papers
- Shader Algebra. Michael McCool, Stefanus Du Toit, Tiberiu S. Popa, Bryan Chan and Kevin Moule. SIGGRAPH 2004, ACM Transactions on Graphics 23(3), pp. 787-795.
- Shader Metaprogramming. Michael D. McCool, Zheng Qin, and Tiberiu S. Popa, SIGGRAPH/Eurographics Graphics Hardware Workshop, September 2-3, 2002, Saarbrücken, Germany, pp. 57-68.
The papers and the Gamasutra article use similar examples, and neither can go into much depth due to lack of space. The book has a lot more examples and depth, and of course if you download Shrike you'll see a lot more examples as well as seeing them run in context.
Talks and Posters
A set of talks is also available, along with some posters:
- Worley Cellular Textures in Sh. Bryan Chan and Michael McCool. SIGGRAPH 2004 Posters Session.
- Unified Stream Processing Raytracer. Gabo Moreno-Fortuny and Michael McCool. GP2 2004.
- Data-Dependent Multipass Control Flow on GPUs (downsampled). Tiberiu Popa and Michael McCool. GP2 2004.
Videos
- Simple introductory video of Sh is available in Windows Media 9 format (21MB).
- Video illustrating Worley textures implemented in Sh is available in AVI xvid format (27MB). This video complements the SIGGRAPH 2004 poster on Worley textures in Sh by Bryan Chan.