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Issue No.03 - May-June (2013 vol.33)
pp: 5-11
M. Bailey , Oregon State Univ., Corvallis, OR, USA
ABSTRACT
GPU shaders aren't just for glossy special effects. Parts 1 and 2 of this discussion looked at using them for point clouds, cutting planes, line integral convolution, and terrain bump-mapping. Part 3 covers compute shaders and shader storage buffer objects-two features announced as part of OpenGL 4.3.
INDEX TERMS
Graphics processing units, Visualization, Object recognition,OpenGL 4.3, GPU shaders for visualization, GPU shaders, visualization, computer graphics, OpenGL
CITATION
M. Bailey, "Using GPU Shaders for Visualization, Part 3", IEEE Computer Graphics and Applications, vol.33, no. 3, pp. 5-11, May-June 2013, doi:10.1109/MCG.2013.49
REFERENCES
1. M. Bailey, “Using GPU Shaders for Visualization,” IEEE Computer Graphics and Applications, vol. 29, no. 5, 2009, pp. 96–100.
2. M. Bailey, “Using GPU Shaders for Visualization, Part 2,” IEEE Computer Graphics and Applications, vol. 31, no. 2, 2011, pp. 67–73.
3. J. Owens et al., “A Survey of General-Purpose Computation on Graphics Hardware,” Computer Graphics Forum, vol. 26, no. 1, Mar. 2007, pp. 80–113.
4. D. Kirk and W.-M. Hwu, Programming Massively Parallel Processors: A Hands-On Approach, Morgan Kaufmann, 2010.
5. B. Gaster, Heterogeneous Computing with OpenCL, Morgan Kaufmann, 2012.
6. A. Munshi et al., OpenCL Programming Guide, Addison-Wesley, 2012.
7. E. Angel and D. Shreiner, Interactive Computer Graphics: A Top-Down Approach with OpenGL, 6th ed., Addison-Wesley, 2011.
8. R. Rost et al., OpenGL Shading Language, Addison-Wesley, 2009.
9. M. Bailey and S. Cunningham, Graphics Shaders: Theory and Practice, 2nd ed., Taylor & Francis, 2012.
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