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Using GPU Shaders for Visualization, Part 2

TitleUsing GPU Shaders for Visualization, Part 2
Publication TypeJournal Article
Year of Publication2011
AuthorsBailey, M. J.
JournalIEEE Computer Graphics and Applications
Volume31
Issue2
Pagination67 - 73
Date Published03/2011
ISSN0272-1716
Keywordscomputer graphics, GLSL, GPU shaders, graphics and multimedia, LIC, line integral convolution, OpenGL, OpenGL-desktop, OpenGL-ES, terrain bump-mapping
Abstract

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.

DOI10.1109/MCG.2011.29
Short TitleIEEE Comput. Grap. Appl.