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Using GPU Shaders for Visualization, Part 2

M. Bailey
Oregon State Univ., Corvallis, OR, USA
IEEE Computer Graphics and Applications, 2011

@article{bailey2011using,

   title={Using GPU Shaders for Visualization, Part 2},

   author={Bailey, M.},

   journal={Computer Graphics and Applications, IEEE},

   volume={31},

   number={2},

   pages={67–73},

   issn={0272-1716},

   year={2011},

   publisher={IEEE}

}

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GPU shaders aren’t just for special effects. Previously, I looked at some uses for them in visualization. Here, the idea continues. Because visualization relies so much on high speed interaction, we use shaders for the same reason we use them in effects programming: appearance and performance. In the drive to understand large, complex data sets, no method should be overlooked. This article describes two additional visualization applications: line integral convolution (LIC) and terrain bump-mapping. I also comment on the recent (and rapid) changes to OpenGL and what these mean to educators.
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