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| Mike Bailey, "Using GPU Shaders for Visualization," IEEE Computer Graphics and Applications, vol. 29, no. 5, pp. 96-100, September/October, 2009. | |||
| BibTex | x | ||
| @article{ 10.1109/MCG.2009.102, author = {Mike Bailey}, title = {Using GPU Shaders for Visualization}, journal ={IEEE Computer Graphics and Applications}, volume = {29}, number = {5}, issn = {0272-1716}, year = {2009}, pages = {96-100}, doi = {http://doi.ieeecomputersociety.org/10.1109/MCG.2009.102}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - MGZN JO - IEEE Computer Graphics and Applications TI - Using GPU Shaders for Visualization IS - 5 SN - 0272-1716 SP96 EP100 EPD - 96-100 A1 - Mike Bailey, PY - 2009 KW - computer graphics KW - computer graphics software KW - GPU programming KW - shaders KW - visualization KW - GLSL KW - OpenGL Shading Language KW - point clouds KW - cutting planes VL - 29 JA - IEEE Computer Graphics and Applications ER - | |||
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MCG.2009.102
GPU shaders seem used mostly for gaming and other forms of entertainment and simulation. But they have less-obvious visualization uses, for the same reasons that interest the gaming community: improved appearance and performance. This column looks at the use of shaders and the OpenGL Shading Language (GLSL) in two common visualization applications: point clouds and contour cutting planes.
Index Terms:
computer graphics, computer graphics software, GPU programming, shaders, visualization, GLSL, OpenGL Shading Language, point clouds, cutting planes
Citation:
Mike Bailey, "Using GPU Shaders for Visualization," IEEE Computer Graphics and Applications, vol. 29, no. 5, pp. 96-100, Sept.-Oct. 2009, doi:10.1109/MCG.2009.102
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