ACM SIGGRAPH 2004 Papers
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
A New Technique for Rendering Complex Portals
IEEE Transactions on Visualization and Computer Graphics
The GPU as a high performance computational resource
Proceedings of the 21st spring conference on Computer graphics
Illustrating design and spatial assembly of interactive CSG
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Multi-scale line drawings from 3D meshes
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
High-Quality and Interactive Animations of 3D Time-Varying Vector Fields
IEEE Transactions on Visualization and Computer Graphics
Universal converter for platform independent procedural shaders in X3D
SIGGRAPH '04 ACM SIGGRAPH 2004 Web graphics
Web based molecular visualization using procedural shaders in X3D
SIGGRAPH '05 ACM SIGGRAPH 2005 Web program
Teaching programmable shaders: lightweight versus heavyweight approach
SIGGRAPH '05 ACM SIGGRAPH 2005 Educators program
Hybrid Visualization for White Matter Tracts using Triangle Strips and Point Sprites
IEEE Transactions on Visualization and Computer Graphics
Introduction to SIGGRAPH and computer graphics
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Education: Teaching OpenGL shaders: Hands-on, interactive, and immediate feedback
Computers and Graphics
Parallel white noise generation on a GPU via cryptographic hash
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Real-time simulation of visual defects with gaze-contingent display
Proceedings of the 2008 symposium on Eye tracking research & applications
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Technical Section: GPU-based rendering of curved polygons using simplicial coverings
Computers and Graphics
GpuCV: A GPU-Accelerated Framework for Image Processing and Computer Vision
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing, Part II
GPU accelerated Monte Carlo simulation of the 2D and 3D Ising model
Journal of Computational Physics
Concurrent number cruncher: a GPU implementation of a general sparse linear solver
International Journal of Parallel, Emergent and Distributed Systems
Solving Sparse Linear Systems on NVIDIA Tesla GPUs
ICCS '09 Proceedings of the 9th International Conference on Computational Science: Part I
A GPU-Based Simulation of Tsunami Propagation and Inundation
ICA3PP '09 Proceedings of the 9th International Conference on Algorithms and Architectures for Parallel Processing
Interactive exploration of tensor fields in geosciences using volume rendering
Computers & Geosciences
VIIP '07 The Seventh IASTED International Conference on Visualization, Imaging and Image Processing
GPU-accelerated molecular dynamics simulation for study of liquid crystalline flows
Journal of Computational Physics
Robotics and Computer-Integrated Manufacturing
AnySL: efficient and portable shading for ray tracing
Proceedings of the Conference on High Performance Graphics
GPU random numbers via the tiny encryption algorithm
Proceedings of the Conference on High Performance Graphics
A programming model for GPU-based parallel computing with scalability and abstraction
Proceedings of the 25th Spring Conference on Computer Graphics
Unsupervised markovian segmentation on graphics hardware
ICAPR'05 Proceedings of the Third international conference on Pattern Recognition and Image Analysis - Volume Part II
An introduction to GPU accelerated surgical simulation
ISBMS'06 Proceedings of the Third international conference on Biomedical Simulation
Enhancing information on large scenes by mixing renderings
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
Markovian energy-based computer vision algorithms on graphics hardware
ICIAP'05 Proceedings of the 13th international conference on Image Analysis and Processing
self-CD: interactive self-collision detection for deformable body simulation using GPUs
AsiaSim'04 Proceedings of the Third Asian simulation conference on Systems Modeling and Simulation: theory and applications
HRI '12 Proceedings of the seventh annual ACM/IEEE international conference on Human-Robot Interaction
Accelerating depth image-based rendering using GPU
MRCS'06 Proceedings of the 2006 international conference on Multimedia Content Representation, Classification and Security
Hardware-Accelerated template matching
IbPRIA'05 Proceedings of the Second Iberian conference on Pattern Recognition and Image Analysis - Volume Part I
New basic linear algebra methods for simulation on GPUs
Proceedings of the 2011 Grand Challenges on Modeling and Simulation Conference
Digital storytelling within virtual environments: "the battle of thermopylae"
Transactions on Edutainment IX
Hi-index | 0.01 |
The OpenGL Shading Language, a high-level procedural shading language for OpenGL, is the most important new development in graphics programming to emerge in years. OpenGL is the leading cross-platform 3D-graphics API, and the OpenGL Shading Language allows developers to take total control over the most important stages of the graphics-processing pipeline.OpenGL Shading Language is the experienced application programmer's guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by utilizing the capabilities of both the visual processing unit and the central processing unit.In this book, you will find a detailed introduction to the OpenGL Shading Language and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls.OpenGL Shading Language features extensive examples of shaders and their underlying algorithms, including Procedural texturing Noise Particle systems Hatching Analytic antialiasing Image processingThe color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent quick reference to the API entry points that support the OpenGL Shading Language. An enhanced online index allows readers to quickly and easily search the entire text for specific topics.