DocumentCode :
1456178
Title :
Using GPU Shaders for Visualization, Part 2
Author :
Bailey, M.
Author_Institution :
Oregon State Univ., Corvallis, OR, USA
Volume :
31
Issue :
2
fYear :
2011
Firstpage :
67
Lastpage :
73
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.
Keywords :
computer graphic equipment; coprocessors; data visualisation; terrain mapping; GPU shaders; OpenGL; line integral convolution; terrain bump-mapping; visualization; Convolutional codes; Data visualization; Graphics processing unit; GLSL; GPU shaders; LIC; OpenGL; OpenGL-ES; OpenGL-desktop. computer graphics; graphics and multimedia; line integral convolution; terrain bump-mapping;
fLanguage :
English
Journal_Title :
Computer Graphics and Applications, IEEE
Publisher :
ieee
ISSN :
0272-1716
Type :
jour
DOI :
10.1109/MCG.2011.29
Filename :
5719037
Link To Document :
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