This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Teaching a Shader-Based Introduction to Computer Graphics
March/April 2011 (vol. 31 no. 2)
pp. 9-13
Ed Angel, University of New Mexico
Recent GPU technology advances have led to dramatic changes in graphics software that let applications exploit the GPU's full power through programmable shaders. Introductory computer graphics courses should reflect these advances.

1. J. Foley et al., Computer Graphics, 2nd ed., Addison-Wesley, 1996.
2. D. Rogers, Procedural Elements for Computer Graphics, 2nd ed., McGraw-Hill, 1998.
3. E. Angel, Interactive Computer Graphics, 5th ed., Addison-Wesley, 2009.
4. M. Bailey and S. Cunningham, Graphics Shaders, A K Peters, 2009.
5. E. Angel and D. Shreiner, Interactive Computer Graphics, 6th ed., Addison-Wesley, 2011.
6. R. Rost and B. Licea-Kane, OpenGL Shading Language, 3rd ed., Addison-Wesley, 2010.
7. D. Shreiner, OpenGL Programming Guide, 7th ed., Addison-Wesley, 2010.
8. A. Munshi, D. Ginsburg, and D. Shreiner, OpenGL ES 2.0 Programming Guide, Addison-Wesley, 2009.

Index Terms:
computer graphics education, OpenGL, shaders, computer graphics, graphics and multimedia
Citation:
Ed Angel, Dave Shreiner, "Teaching a Shader-Based Introduction to Computer Graphics," IEEE Computer Graphics and Applications, vol. 31, no. 2, pp. 9-13, March-April 2011, doi:10.1109/MCG.2011.27
Usage of this product signifies your acceptance of the Terms of Use.