A gallery of mathematical teapot shaders
ACM SIGGRAPH 2006 Research posters
A hands-on environment for teaching GPU programming
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Teaching graphics with the openGL shading language
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Attribute Blocks: Visualizing Multiple Continuously Defined Attributes
IEEE Computer Graphics and Applications
Line drawings via abstracted shading
ACM SIGGRAPH 2007 papers
Dynamic 2D patterns for shading 3D scenes
ACM SIGGRAPH 2007 papers
Introduction to SIGGRAPH and computer graphics
ACM SIGGRAPH 2007 courses
A graduate level course on real-time medical graphics
ACM SIGGRAPH 2007 educators program
Stochastic DT-MRI Connectivity Mapping on the GPU
IEEE Transactions on Visualization and Computer Graphics
Agent warp engine: formula based shape warping for networked applications
AVI '08 Proceedings of the working conference on Advanced visual interfaces
Introduction to SIGGRAPH and interactive computer graphics
ACM SIGGRAPH 2008 classes
Efficient K-Means Clustering Using Accelerated Graphics Processors
DaWaK '08 Proceedings of the 10th international conference on Data Warehousing and Knowledge Discovery
GPU Accelerated Computation and Visualization of Hexagonal Cellular Automata
ACRI '08 Proceedings of the 8th international conference on Cellular Automata for Reseach and Industry
Peptide programs: applying fragment programs to protein classification
Proceedings of the 2nd international workshop on Data and text mining in bioinformatics
Hardware Accelerated Per-Texel Ambient Occlusion Mapping
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Introduction to computer graphics
ACM SIGGRAPH ASIA 2008 courses
A Real-Time Evolutionary Object Recognition System
EuroGP '09 Proceedings of the 12th European Conference on Genetic Programming
Efficient Map Portrayal Using a General-Purpose Query Language
DEXA '09 Proceedings of the 20th International Conference on Database and Expert Systems Applications
GPU acceleration of stereoscopic and multi-view rendering for virtual reality applications
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
ACM SIGGRAPH 2009 Courses
A Framework for Object-Oriented Shader Design
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Visualizing multiple uncertainty sources
CGIM '08 Proceedings of the Tenth IASTED International Conference on Computer Graphics and Imaging
Introduction to GPU Programming with GLSL
SIBGRAPI-TUTORIALS '09 Proceedings of the 2009 Tutorials of the XXII Brazilian Symposium on Computer Graphics and Image Processing
Real-time rendering of colour-shift effect of metallic materials
International Journal of Biometrics
Technical Section: Parallel GPU-based data-dependent triangulations
Computers and Graphics
Scene depth reconstruction on the GPU: a post processing technique for layered fog
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Comparing and evaluating real time character engines for virtual environments
Presence: Teleoperators and Virtual Environments
Evolving object detectors with a GPU accelerated vision system
ICES'10 Proceedings of the 9th international conference on Evolvable systems: from biology to hardware
A first person avatar system with haptic feedback
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Stochastic path tracing on consumer graphics cards
Proceedings of the 24th Spring Conference on Computer Graphics
A work-efficient GPU algorithm for level set segmentation
Proceedings of the Conference on High Performance Graphics
Particle filtering: the need for speed
EURASIP Journal on Advances in Signal Processing
A survey of medical image registration on graphics hardware
Computer Methods and Programs in Biomedicine
GPU-based acoustical occlusion modeling with acoustical texture maps
Proceedings of the 6th Audio Mostly Conference: A Conference on Interaction with Sound
Towards automated learning of object detectors
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
SafeGI: type checking to improve correctness in rendering system implementation
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Using time-of-flight range data for occlusion handling in augmented reality
EGVE'07 Proceedings of the 13th Eurographics conference on Virtual Environments
Parallel strategies for 2D Discrete Wavelet Transform in shared memory systems and GPUs
The Journal of Supercomputing
Terrestrial lidar and hyperspectral data fusion products for geological outcrop analysis
Computers & Geosciences
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"As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more."-David Tommeraasen, CEO/Programmer, Plasma Software"This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, and good additional coverage of 2.0 changes!"-Jeffery Galinovsky, Director of Emerging Market Platform Development, Intel Corporation"The coverage in this new edition of the book is pitched just right to help many new shader-writers get started, but with enough deep information for the 'old hands.'"-Marc Olano, Assistant Professor, University of Maryland"This is a really great book on GLSL-well written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and all in all, this book makes an excellent tutorial as well as a reference."-John Carey, Chief Technology Officer, C.O.R.E. Feature AnimationOpenGL® Shading Language, Second Edition, extensively updated for OpenGL 2.0, 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 using 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 (GLSL) 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, Second Edition, includes updated descriptions for the language and all the GLSL entry points added to OpenGL 2.0; new chapters that discuss lighting, shadows, and surface characteristics; and an under-the-hood look at the implementation of RealWorldz, the most ambitious GLSL application to date. The second edition also features 18 extensive new examples of shaders and their underlying algorithms, including Image-based lighting Lighting with spherical harmonics Ambient occlusion Shadow mapping Volume shadows using deferred lighting Ward's BRDF modelThe 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 guide to the API entry points that support the OpenGL Shading Language. Also included is a convenient Quick Reference Card to GLSL.