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Using GPU Shaders for Visualization, Part 3
May-June 2013 (vol. 33 no. 3)
pp. 5-11
Mike Bailey, Oregon State University
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:
Mike 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
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