OpenGL. Shading Language. Third Edition

Size: px
Start display at page:

Download "OpenGL. Shading Language. Third Edition"

Transcription

1 OpenGL Shading Language Third Edition

2 OpenGL* Shading Language Third Edition Randi J. Rost Bill Licea-Kane With contributions by Dan Ginsburg, John M. Kessenich, Barthold Lichtenbelt, Hugh Malan, and Mike Weiblen r\addison-wesley T Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid Capetown Sydney Tokyo Singapore Mexico City

3 Contents Foreword to the Second Edition Foreword to the First Edition Preface About the Authors About the Contributors Acknowledgments xxi xxv xxix xxxv xxxvii xxxix Chapter 1. Review of OpenGL Basics OpenGL History OpenGL Evolution Execution Model The Framebuffer State Processing Pipeline Drawing Geometry Geometry Specification Per-Vertex Operations Primitive Assembly Primitive Processing Rasterization Fragment Processing Per-Fragment Operations Framebuffer Operations Drawing Images Pixel Unpacking 20 IX

4 Contents Pixel Transfer Rasterization and Back-End Processing Read Control Coordinate Transforms Texturing Summary Further Information 33 Chapter 2. Basics Introduction to the OpenGL Shading Language Why Write Shaders? OpenGL Programmable Processors Vertex Processor Fragment Processor Language Overview Language Design Considerations C Basis Additions to C Additions from C C Features Not Supported Other Differences System Overview Driver Model OpenGL Shading Language Compiler/Linker OpenGL Shading Language API Key Benefits Summary Further Information 63 Chapter 3. Language Definition Example Shader Pair Data Types Scalars Vectors Matrices Samplers Structures Arrays Void 75

5 Contents xi Declarations and Scope Type Matching and Promotion Initializers and Constructors Type Conversions Qualifiers and Interface to a Shader Uniform Qualifiers Uniform Blocks In Qualifiers (Vertex Shader) Out Qualifiers (Vertex Shader) In Qualifiers (Fragment Shader) Out Qualifiers (Fragment Shader) Constant Qualifiers Absent Qualifier Flow Control Functions Calling Conventions Built-in Functions Operations Indexing Swizzling Component-wise Operation Preprocessor Preprocessor Expressions Error Handling Summary Further Information 98 Chapter 4. The OpenGL Programmable Pipeline The Vertex Processor Vertex Attributes Special Input Variables Uniform Variables User-Defined Out Variables Special Output Variables The Fragment Processor User-Defined In Variables Special Input Variables Uniform Variables User-Defined Out Variables Special Output Variables 109

6 xii Contents 4.3 Built-in Uniform Variables Built-in Constants Interaction with OpenGL Fixed Functionality Ill Point Size Mode Ill Clipping Position Invariance Texturing Summary Further Information 115 Chapter 5. Built-in Functions Angle and Trigonometry Functions Exponential Functions Common Functions Geometric Functions Matrix Functions Vector Relational Functions Texture Access Functions Fragment Processing Functions Noise Functions Summary Further Information 178 Chapter 6. Simple Shading Example Brick Shader Overview Vertex Shader Fragment Shader Observations Summary Further Information 197 Chapter 7. OpenGL Shading Language API Obtaining Version Information Creating Shader Objects Compiling Shader Objects Linking and Using Shaders Cleaning Up Query Functions Specifying Vertex Attributes 217

7 Contents xiii 7.8 Specifying Uniform Variables Default Uniform Block Named Uniform Blocks Samplers Multiple Render Targets Development Aids Implementation-Dependent API Values Application Code for Brick Shaders Summary Further Information 248 Chapter 8. Shader Development General Principles Understand the Problem Add Complexity Progressively Test and Iterate Strive for Simplicity Exploit Modularity Performance Considerations Consider Computational Frequency Analyze Your Algorithm Use the Built-in Functions Use Vectors Use Textures to Encode Complex Functions Review the Information Logs Shader Debugging Use the Vertex Shader Output Use the Fragment Shader Output Use Simple Geometry Shader Development Tools RenderMonkey Apple GLSLEditorSample Graphic Remedy gdebugger OpenGL Shading Language Compiler Front End Scene Graphs Summary Further Information 266

8 xiv Contents Chapter 9. Emulating OpenGL Fixed Functionality Transformation Light Sources Directional Lights Point Lights Spotlights Material Properties and Lighting Two-Sided Lighting No Lighting Fog Texture Coordinate Generation User Clipping Texture Application Matrices Identity Matrix Scale Translate Rotate Ortho Frustum Operating on the Current Matrices A Simple Matrix Transformation Example Summary Further Information 294 Chapter 10. Stored Texture Shaders Access to Texture Maps from a Shader Simple Texturing Example Application Setup Vertex Shader Fragment Shader Multitexturing Example Application Setup Vertex Shader Fragment Shader Cube Mapping Example Application Setup Vertex Shader Fragment Shader 311

9 Contents XV 10.5 Another Environment Mapping Example Vertex Shader Fragment Shader Glyph Bombing Application Setup Vertex Shader Fragment Shader Summary Further Information 326 Chapter 11. Procedural Texture Shaders Regular Patterns Stripes Vertex Shader Stripes Fragment Shader Toy Ball Application Setup Vertex Shader Fragment Shader Lattice Bump Mapping Application Setup Vertex Shader Fragment Shader Normal Maps Summary Further Information 354 Chapter 12. Lighting Hemisphere Lighting Image-Based Lighting Lighting with Spherical Harmonics The Uberlight Shader Uberlight Controls Vertex Shader Fragment Shader Summary Further Information 376

10 xvi Contents Chapter 13. Shadows Ambient Occlusion Shadow Maps Application Setup Vertex Shader Fragment Shader Deferred Shading for Volume Shadows Shaders for First Pass Shaders for Second Pass Summary Further Information 400 Chapter 14. Surface Characteristics Refraction Diffraction BRDF Models Polynomial Texture Mapping with BRDF Data Application Setup Vertex Shader Fragment Shader Summary Further Information 432 Chapter 15. Noise Noise Defined D Noise Higher Dimensions of Noise Using Noise in OpenGL Shaders Noise Textures Trade-offs A Simple Noise Shader Application Setup Vertex Shader Fragment Shader Turbulence Sun Surface Shader Marble Granite 453

11 Contents xvii 15.7 Wood Application Setup Fragment Shader Summary Further Information 458 Chapter 16. Animation On/Off Threshold Translation Morphing Sphere Morph Vertex Shader Other Blending Effects Vertex Noise Particle Systems Application Setup Confetti Cannon Vertex Shader Further Enhancements Wobble Animating Once per Frame Application Setup Updating Matrices Once per Frame Summary Further Information 484 Chapter 17. Antialiasing Procedural Textures Sources of Aliasing Avoiding Aliasing Increasing Resolution Antialiased Stripe Example Generating Stripes Analytic Prefiltering Adaptive Analytic Prefiltering Analytic Integration Antialiased Brick Fragment Shader Frequency Clamping Antialiased Checkerboard Fragment Shader Summary Further Information 504

12 xviii Contents Chapter 18. Non-photorealistic Shaders Hatching Example Application Setup Vertex Shader Generating Hatching Strokes Obtaining Uniform Line Density Simulating Lighting Adding Character Hatching Fragment Shader Technical Illustration Example Application Setup Vertex Shader Fragment Shader Mandelbrot Example About the Mandelbrot Set Vertex Shader Fragment Shader Julia Sets Summary Further Information 530 Chapter 19. Shaders for Imaging Geometric Image Transforms Mathematical Mappings Lookup Table Operations Color Space Conversions Image Interpolation and Extrapolation Brightness Contrast Saturation Sharpness Blend Modes Normal Average Dissolve Behind Clear Darken Lighten 543

13 Contents xix Multiply Screen Color Burn Color Dodge Overlay Soft Light Hard Light Add Subtract Difference Inverse Difference Exclusion Opacity Convolution Smoothing Edge Detection Sharpening Summary Further Information 555 Chapter 20. Language Comparison Chronology of Shading Languages RenderMan OpenGL Shader (ISL) HLSL Cg Summary Further Information 570 Appendix A. Language Grammar 573 Appendix B. API Function Reference 589 Implementation-Dependent API Values for GLSL 590 Other Queriable Values for GLSL 591 glattachshader 592 glbindattriblocation 594 glcompileshader 597 glcreateprogram 599 glcreateshader 601 gldeleteprogram 603

14 XX Contents gldeleteshader 605 gldetachshader 607 gldrawbuffers 609 glenablevertexattribarray 612 glgetactiveattrib 614 glgetactiveuniform 617 glgetattachedshaders 621 glgetattriblocation 623 glgetprogram 625 glgetprogramlnfolog 628 glgetshader 630 glgetshaderlnfolog 632 glgetshadersource 634 glgetuniform 636 glgetuniformlocation 638 glgetvertexattrib 640 glgetvertexattribpointer 643 gllsprogram 645 gllsshader 647 gllinkprogram 648 glshadersource 652 gluniform 654 gluseprogram 661 glvalidateprogram 665 glvertexattrib 667 glvertexattribpointer 673 OpenGL 1.5 to OpenGL 2.0 GLSL Migration Guide 676 Afterword 681 Glossary 685 Further Reading 705 Index 721

Programming Guide. Aaftab Munshi Dan Ginsburg Dave Shreiner. TT r^addison-wesley

Programming Guide. Aaftab Munshi Dan Ginsburg Dave Shreiner. TT r^addison-wesley OpenGUES 2.0 Programming Guide Aaftab Munshi Dan Ginsburg Dave Shreiner TT r^addison-wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid

More information

OpenGL SUPERBIBLE. Fifth Edition. Comprehensive Tutorial and Reference. Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak

OpenGL SUPERBIBLE. Fifth Edition. Comprehensive Tutorial and Reference. Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak OpenGL SUPERBIBLE Fifth Edition Comprehensive Tutorial and Reference Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak AAddison-Wesley Upper Saddle River, NJ Boston Indianapolis San

More information

Graphics Shaders. Theory and Practice. Second Edition. Mike Bailey. Steve Cunningham. CRC Press. Taylor&FnincIs Croup tootutor London New York

Graphics Shaders. Theory and Practice. Second Edition. Mike Bailey. Steve Cunningham. CRC Press. Taylor&FnincIs Croup tootutor London New York Graphics Shaders Second Edition ' -i'nsst«i«{r szizt/siss?.aai^m&/gm^mmm3$8iw3ii Theory and Practice Mike Bailey Steve Cunningham CRC Press Taylor&FnincIs Croup tootutor London New York CRCPrea it an Imprint

More information

Shaders. Slide credit to Prof. Zwicker

Shaders. Slide credit to Prof. Zwicker Shaders Slide credit to Prof. Zwicker 2 Today Shader programming 3 Complete model Blinn model with several light sources i diffuse specular ambient How is this implemented on the graphics processor (GPU)?

More information

Introduction to the OpenGL Shading Language

Introduction to the OpenGL Shading Language Introduction to the OpenGL Shading Language Randi Rost Director of Developer Relations, 3Dlabs 08-Dec-2005 1 Why use graphics programmability? Graphics hardware has changed radically Fixed functionality

More information

Programming shaders & GPUs Christian Miller CS Fall 2011

Programming shaders & GPUs Christian Miller CS Fall 2011 Programming shaders & GPUs Christian Miller CS 354 - Fall 2011 Fixed-function vs. programmable Up until 2001, graphics cards implemented the whole pipeline for you Fixed functionality but configurable

More information

Technical Game Development II. Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS 4731 Computer Graphics

Technical Game Development II. Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS 4731 Computer Graphics Shader Programming Technical Game Development II Professor Charles Rich Computer Science Department rich@wpi.edu Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

COMP371 COMPUTER GRAPHICS

COMP371 COMPUTER GRAPHICS COMP371 COMPUTER GRAPHICS SESSION 12 PROGRAMMABLE SHADERS Announcement Programming Assignment #2 deadline next week: Session #7 Review of project proposals 2 Lecture Overview GPU programming 3 GPU Pipeline

More information

Technical Game Development II. Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS 4731 Computer Graphics

Technical Game Development II. Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS 4731 Computer Graphics Shader Programming Technical Game Development II Professor Charles Rich Computer Science Department rich@wpi.edu Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS

More information

GPU Shader Library. Mali. User Guide. Version: 1.0. Copyright 2009 ARM. All rights reserved. ARM DUI 0510A (ID101409)

GPU Shader Library. Mali. User Guide. Version: 1.0. Copyright 2009 ARM. All rights reserved. ARM DUI 0510A (ID101409) Mali GPU Shader Library Version: 1.0 User Guide Copyright 2009 ARM. All rights reserved. ARM DUI 0510A () Mali GPU Shader Library User Guide Copyright 2009 ARM. All rights reserved. Release Information

More information

SQL Queries. for. Mere Mortals. Third Edition. A Hands-On Guide to Data Manipulation in SQL. John L. Viescas Michael J. Hernandez

SQL Queries. for. Mere Mortals. Third Edition. A Hands-On Guide to Data Manipulation in SQL. John L. Viescas Michael J. Hernandez SQL Queries for Mere Mortals Third Edition A Hands-On Guide to Data Manipulation in SQL John L. Viescas Michael J. Hernandez r A TT TAddison-Wesley Upper Saddle River, NJ Boston Indianapolis San Francisco

More information

The Unified Modeling Language User Guide

The Unified Modeling Language User Guide The Unified Modeling Language User Guide Grady Booch James Rumbaugh Ivar Jacobson Rational Software Corporation TT ADDISON-WESLEY Boston San Francisco New York Toronto Montreal London Munich Paris Madrid

More information

Copyright Khronos Group 2012 Page 1. Teaching GL. Dave Shreiner Director, Graphics and GPU Computing, ARM 1 December 2012

Copyright Khronos Group 2012 Page 1. Teaching GL. Dave Shreiner Director, Graphics and GPU Computing, ARM 1 December 2012 Copyright Khronos Group 2012 Page 1 Teaching GL Dave Shreiner Director, Graphics and GPU Computing, ARM 1 December 2012 Copyright Khronos Group 2012 Page 2 Agenda Overview of OpenGL family of APIs Comparison

More information

Technical Game Development II. Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book IMGD 4000 (D 10) 1

Technical Game Development II. Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book IMGD 4000 (D 10) 1 Shader Programming Technical Game Development II Professor Charles Rich Computer Science Department rich@wpi.edu Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book IMGD 4000 (D

More information

PYTHON. p ykos vtawynivis. Second eciitiovl. CO Ve, WESLEY J. CHUN

PYTHON. p ykos vtawynivis. Second eciitiovl. CO Ve, WESLEY J. CHUN CO Ve, PYTHON p ykos vtawynivis Second eciitiovl WESLEY J. CHUN. PRENTICE HALL Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid Capetown Sydney

More information

Lecture 09: Shaders (Part 1)

Lecture 09: Shaders (Part 1) Lecture 09: Shaders (Part 1) CSE 40166 Computer Graphics Peter Bui University of Notre Dame, IN, USA November 9, 2010 OpenGL Rendering Pipeline OpenGL Rendering Pipeline (Pseudo-Code) 1 f o r gl_vertex

More information

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL International Edition Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL Sixth Edition Edward Angel Dave Shreiner Interactive Computer Graphics: A Top-Down Approach with Shader-Based

More information

Lecture 2. Shaders, GLSL and GPGPU

Lecture 2. Shaders, GLSL and GPGPU Lecture 2 Shaders, GLSL and GPGPU Is it interesting to do GPU computing with graphics APIs today? Lecture overview Why care about shaders for computing? Shaders for graphics GLSL Computing with shaders

More information

Introduction to Computer Graphics

Introduction to Computer Graphics Introduction to Computer Graphics James D. Foley Georgia Institute of Technology Andries van Dam Brown University Steven K. Feiner Columbia University John F. Hughes Brown University Richard L. Phillips

More information

CS 354R: Computer Game Technology

CS 354R: Computer Game Technology CS 354R: Computer Game Technology Texture and Environment Maps Fall 2018 Texture Mapping Problem: colors, normals, etc. are only specified at vertices How do we add detail between vertices without incurring

More information

Introduction to Shaders.

Introduction to Shaders. Introduction to Shaders Marco Benvegnù hiforce@gmx.it www.benve.org Summer 2005 Overview Rendering pipeline Shaders concepts Shading Languages Shading Tools Effects showcase Setup of a Shader in OpenGL

More information

Framework Design Guidelines

Framework Design Guidelines Framework Design Guidelines Conventions, Idioms, and Patterns for Reusable.NET Libraries Krzysztof Cwalina Brad Abrams Addison-Wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto

More information

Shader Programs. Lecture 30 Subsections 2.8.2, Robb T. Koether. Hampden-Sydney College. Wed, Nov 16, 2011

Shader Programs. Lecture 30 Subsections 2.8.2, Robb T. Koether. Hampden-Sydney College. Wed, Nov 16, 2011 Shader Programs Lecture 30 Subsections 2.8.2, 2.8.3 Robb T. Koether Hampden-Sydney College Wed, Nov 16, 2011 Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, 2011 1 / 43 Outline 1

More information

CS475/CS675 - Computer Graphics. OpenGL Drawing

CS475/CS675 - Computer Graphics. OpenGL Drawing CS475/CS675 - Computer Graphics OpenGL Drawing What is OpenGL? Open Graphics Library API to specify geometric objects in 2D/3D and to control how they are rendered into the framebuffer. A software interface

More information

ECLIPSE RICH CLIENT PLATFORM

ECLIPSE RICH CLIENT PLATFORM ECLIPSE RICH CLIENT PLATFORM DESIGNING, CODING, AND PACKAGING JAVA TM APPLICATIONS Jeff McAffer Jean-Michel Lemieux v:addison-wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto

More information

Quality Code. Software Testing Principles, Practices, and Patterns. Stephen Vance. AAddison-Wesley

Quality Code. Software Testing Principles, Practices, and Patterns. Stephen Vance. AAddison-Wesley Quality Code Software Testing Principles, Practices, and Patterns Stephen Vance AAddison-Wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid

More information

Real - Time Rendering. Graphics pipeline. Michal Červeňanský Juraj Starinský

Real - Time Rendering. Graphics pipeline. Michal Červeňanský Juraj Starinský Real - Time Rendering Graphics pipeline Michal Červeňanský Juraj Starinský Overview History of Graphics HW Rendering pipeline Shaders Debugging 2 History of Graphics HW First generation Second generation

More information

\ Smart Client 0" Deploymentwith v^ ClickOnce

\ Smart Client 0 Deploymentwith v^ ClickOnce \ Smart Client 0" Deploymentwith v^ ClickOnce Deploying Windows Forms Applications with ClickOnce Brian Noyes TT fr Addison-Wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto

More information

Programming in Python 3

Programming in Python 3 Programming in Python 3 A Complete Introduction to the Python Language Mark Summerfield.4.Addison-Wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich

More information

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner GLOBAL EDITION Interactive Computer Graphics A Top-Down Approach with WebGL SEVENTH EDITION Edward Angel Dave Shreiner This page is intentionally left blank. Interactive Computer Graphics with WebGL, Global

More information

Shading Languages. Ari Silvennoinen Apri 12, 2004

Shading Languages. Ari Silvennoinen Apri 12, 2004 Shading Languages Ari Silvennoinen Apri 12, 2004 Introduction The recent trend in graphics hardware has been to replace fixed functionality in vertex and fragment processing with programmability [1], [2],

More information

Engineering Real- Time Applications with Wild Magic

Engineering Real- Time Applications with Wild Magic 3D GAME ENGINE ARCHITECTURE Engineering Real- Time Applications with Wild Magic DAVID H. EBERLY Geometric Tools, Inc. AMSTERDAM BOSTON HEIDELRERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE

More information

I think this assignment should have 8 objectives but we should still mark it out of 10. The Mean TA.

I think this assignment should have 8 objectives but we should still mark it out of 10. The Mean TA. Chapter 1 CS488/688 F17 A1: Introduction I think this assignment should have 8 objectives but we should still mark it out of 10. The Mean TA. This assignment is due Thursday, September 28th [Week 3]. 1.1

More information

Fit for Developing Software

Fit for Developing Software Fit for Developing Software Framework for Integrated Tests Rick Mugridge Ward Cunningham 04) PRENTICE HALL Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich

More information

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Lecture #8: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #4 due Friday, November 2 nd Introduction:

More information

Programmable Graphics Hardware

Programmable Graphics Hardware CSCI 480 Computer Graphics Lecture 14 Programmable Graphics Hardware [Ch. 9] March 2, 2011 Jernej Barbic University of Southern California OpenGL Extensions Shading Languages Vertex Program Fragment Program

More information

CS451Real-time Rendering Pipeline

CS451Real-time Rendering Pipeline 1 CS451Real-time Rendering Pipeline JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas Akenine-Möller s lecture note You say that you render a 3D 2 scene, but what does

More information

12.2 Programmable Graphics Hardware

12.2 Programmable Graphics Hardware Fall 2018 CSCI 420: Computer Graphics 12.2 Programmable Graphics Hardware Kyle Morgenroth http://cs420.hao-li.com 1 Introduction Recent major advance in real time graphics is the programmable pipeline:

More information

Refactoring HTML. Improving the Design of Existing Web Applications. Elliotte Rusty Harold. TT rvaddison-wesley

Refactoring HTML. Improving the Design of Existing Web Applications. Elliotte Rusty Harold. TT rvaddison-wesley Refactoring HTML Improving the Design of Existing Web Applications Elliotte Rusty Harold TT rvaddison-wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich

More information

X. GPU Programming. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter X 1

X. GPU Programming. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter X 1 X. GPU Programming 320491: Advanced Graphics - Chapter X 1 X.1 GPU Architecture 320491: Advanced Graphics - Chapter X 2 GPU Graphics Processing Unit Parallelized SIMD Architecture 112 processing cores

More information

Programming. In Ada JOHN BARNES TT ADDISON-WESLEY

Programming. In Ada JOHN BARNES TT ADDISON-WESLEY Programming In Ada 2005 JOHN BARNES... TT ADDISON-WESLEY An imprint of Pearson Education Harlow, England London New York Boston San Francisco Toronto Sydney Tokyo Singapore Hong Kong Seoul Taipei New Delhi

More information

Programming with OpenGL Part 3: Shaders. Ed Angel Professor of Emeritus of Computer Science University of New Mexico

Programming with OpenGL Part 3: Shaders. Ed Angel Professor of Emeritus of Computer Science University of New Mexico Programming with OpenGL Part 3: Shaders Ed Angel Professor of Emeritus of Computer Science University of New Mexico 1 Objectives Simple Shaders - Vertex shader - Fragment shaders Programming shaders with

More information

GLSL: Creating GLSL Programs - Overview

GLSL: Creating GLSL Programs - Overview GLSL: Creating GLSL Programs - Overview The steps used to incorporate shaders into an OpenGL program: 1. Create shader programs There must be at least a vertex and a fragment shader Each is a set of strings

More information

Introduction to 3D Graphics

Introduction to 3D Graphics Graphics Without Polygons Volume Rendering May 11, 2010 So Far Volumetric Rendering Techniques Misc. So Far Extended the Fixed Function Pipeline with a Programmable Pipeline Programming the pipeline is

More information

We assume that you are familiar with the following:

We assume that you are familiar with the following: We will use WebGL 1.0. WebGL 2.0 is now being supported by most browsers but requires a better GPU so may not run on older computers or on most cell phones and tablets. See http://webglstats.com/. We will

More information

Advanced Graphics. The Shader knows. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd

Advanced Graphics. The Shader knows. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd Advanced Graphics The Shader knows Alex Benton, University of Cambridge A.Benton@damtp.cam.ac.uk Supported in part by Google UK, Ltd What is the shader? Local space World space Viewing space Local space

More information

Application Programming

Application Programming Multicore Application Programming For Windows, Linux, and Oracle Solaris Darryl Gove AAddison-Wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris

More information

Graphics Hardware. Instructor Stephen J. Guy

Graphics Hardware. Instructor Stephen J. Guy Instructor Stephen J. Guy Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability! Programming Examples Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability!

More information

Lecture 5 Vertex and Fragment Shaders-1. CITS3003 Graphics & Animation

Lecture 5 Vertex and Fragment Shaders-1. CITS3003 Graphics & Animation Lecture 5 Vertex and Fragment Shaders-1 CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives The rendering pipeline and the shaders Data

More information

MariaDB Crash Course. A Addison-Wesley. Ben Forta. Upper Saddle River, NJ Boston. Indianapolis. Singapore Mexico City. Cape Town Sydney.

MariaDB Crash Course. A Addison-Wesley. Ben Forta. Upper Saddle River, NJ Boston. Indianapolis. Singapore Mexico City. Cape Town Sydney. MariaDB Crash Course Ben Forta A Addison-Wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid Cape Town Sydney Tokyo Singapore Mexico City

More information

Programming with OpenGL Shaders I. Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico

Programming with OpenGL Shaders I. Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico Programming with OpenGL Shaders I Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico 0 Objectives Shader Basics Simple Shaders Vertex shader Fragment shaders 1 Vertex

More information

Cloud Computing and SOA Convergence in Your Enterprise

Cloud Computing and SOA Convergence in Your Enterprise Cloud Computing and SOA Convergence in Your Enterprise A Step-by-Step Guide David S. Lint hicum A Addison-Wesley Upper Saddle River, NT Boston Indianapolis San Francisco New York Toronto Montreal London

More information

Shaders CSCI 4239/5239 Advanced Computer Graphics Spring 2014

Shaders CSCI 4239/5239 Advanced Computer Graphics Spring 2014 Shaders CSCI 4239/5239 Advanced Computer Graphics Spring 2014 What is a Shader? Wikipedia: A shader is a computer program used in 3D computer graphics to determine the final surface properties of an object

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

Real-Time Rendering (Echtzeitgraphik) Michael Wimmer

Real-Time Rendering (Echtzeitgraphik) Michael Wimmer Real-Time Rendering (Echtzeitgraphik) Michael Wimmer wimmer@cg.tuwien.ac.at Walking down the graphics pipeline Application Geometry Rasterizer What for? Understanding the rendering pipeline is the key

More information

Programming. Principles and Practice Using C++ Bjarne Stroustrup. / Addison-Wesley. Second Edition

Programming. Principles and Practice Using C++ Bjarne Stroustrup. / Addison-Wesley. Second Edition Programming Principles and Practice Using C++ Second Edition Bjarne Stroustrup / Addison-Wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid

More information

OpenGL Programmable Shaders

OpenGL Programmable Shaders h gpup 1 Topics Rendering Pipeline Shader Types OpenGL Programmable Shaders sh gpup 1 OpenGL Shader Language Basics h gpup 1 EE 4702-X Lecture Transparency. Formatted 9:03, 20 October 2014 from shaders2.

More information

Grafica Computazionale: Lezione 30. Grafica Computazionale. Hiding complexity... ;) Introduction to OpenGL. lezione30 Introduction to OpenGL

Grafica Computazionale: Lezione 30. Grafica Computazionale. Hiding complexity... ;) Introduction to OpenGL. lezione30 Introduction to OpenGL Grafica Computazionale: Lezione 30 Grafica Computazionale lezione30 Introduction to OpenGL Informatica e Automazione, "Roma Tre" May 20, 2010 OpenGL Shading Language Introduction to OpenGL OpenGL (Open

More information

Computer Animation. Algorithms and Techniques. z< MORGAN KAUFMANN PUBLISHERS. Rick Parent Ohio State University AN IMPRINT OF ELSEVIER SCIENCE

Computer Animation. Algorithms and Techniques. z< MORGAN KAUFMANN PUBLISHERS. Rick Parent Ohio State University AN IMPRINT OF ELSEVIER SCIENCE Computer Animation Algorithms and Techniques Rick Parent Ohio State University z< MORGAN KAUFMANN PUBLISHERS AN IMPRINT OF ELSEVIER SCIENCE AMSTERDAM BOSTON LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO

More information

World Wide Web PROGRAMMING THE PEARSON EIGHTH EDITION. University of Colorado at Colorado Springs

World Wide Web PROGRAMMING THE PEARSON EIGHTH EDITION. University of Colorado at Colorado Springs PROGRAMMING THE World Wide Web EIGHTH EDITION ROBERT W. SEBESTA University of Colorado at Colorado Springs PEARSON Boston Columbus Indianapolis New York San Francisco Upper Saddle River Amsterdam Cape

More information

Chapter 7 - Light, Materials, Appearance

Chapter 7 - Light, Materials, Appearance Chapter 7 - Light, Materials, Appearance Types of light in nature and in CG Shadows Using lights in CG Illumination models Textures and maps Procedural surface descriptions Literature: E. Angel/D. Shreiner,

More information

Rasterization Overview

Rasterization Overview Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer

More information

Shaders CSCI 4229/5229 Computer Graphics Fall 2017

Shaders CSCI 4229/5229 Computer Graphics Fall 2017 Shaders CSCI 4229/5229 Computer Graphics Fall 2017 What is a Shader? A shader is a computer program that runs on the GPU to calculate the properties of vertexes, pixels and other graphical processing Examples:

More information

Programmable Graphics Hardware

Programmable Graphics Hardware Programmable Graphics Hardware Johan S. Seland Center of Mathematics for Applications University of Oslo INF3320 22. November 2006 Programmable Graphics Hardware Programmable Graphics Hardware = GPU (Graphical

More information

Programmable Shading. University of Texas at Austin CS354 - Computer Graphics

Programmable Shading. University of Texas at Austin CS354 - Computer Graphics Programmable Shading University of Texas at Austin CS354 - Computer Graphics Spring 2009 Don Fussell Lighting, Texturing, Shading Discussed Transformation, Texturing, and Lighting What if We could write

More information

Supplement to Lecture 22

Supplement to Lecture 22 Supplement to Lecture 22 Programmable GPUs Programmable Pipelines Introduce programmable pipelines - Vertex shaders - Fragment shaders Introduce shading languages - Needed to describe shaders - RenderMan

More information

Computer Graphics: Programming, Problem Solving, and Visual Communication

Computer Graphics: Programming, Problem Solving, and Visual Communication Computer Graphics: Programming, Problem Solving, and Visual Communication Dr. Steve Cunningham Computer Science Department California State University Stanislaus Turlock, CA 95382 copyright 2002, Steve

More information

CMPS160 Shader-based OpenGL Programming. All slides originally from Prabath Gunawardane, et al. unless noted otherwise

CMPS160 Shader-based OpenGL Programming. All slides originally from Prabath Gunawardane, et al. unless noted otherwise CMPS160 Shader-based OpenGL Programming All slides originally from Prabath Gunawardane, et al. unless noted otherwise Shader gallery I Above: Demo of Microsoft s XNA game platform Right: Product demos

More information

The Graphics Pipeline

The Graphics Pipeline The Graphics Pipeline Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel But you really want shadows, reflections, global illumination, antialiasing

More information

CS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside

CS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside CS230 : Computer Graphics Lecture 4 Tamar Shinar Computer Science & Engineering UC Riverside Shadows Shadows for each pixel do compute viewing ray if ( ray hits an object with t in [0, inf] ) then compute

More information

OpenGL SC. March Sean Harmer Managing Director UK

OpenGL SC. March Sean Harmer Managing Director UK March 2017 OpenGL SC Sean Harmer Managing Director UK The need for safety-critical systems with user-friendly interfaces is on the rise. To respond to this need, the Khronos Group (responsible for OpenGL,

More information

Programmable Graphics Hardware

Programmable Graphics Hardware Programmable Graphics Hardware Outline 2/ 49 A brief Introduction into Programmable Graphics Hardware Hardware Graphics Pipeline Shading Languages Tools GPGPU Resources Hardware Graphics Pipeline 3/ 49

More information

CSE 167: Introduction to Computer Graphics Lecture #7: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #7: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #7: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 Announcements Project 2 due Friday 4/22 at 2pm Midterm #1 on

More information

OpenGL Status - November 2013 G-Truc Creation

OpenGL Status - November 2013 G-Truc Creation OpenGL Status - November 2013 G-Truc Creation Vendor NVIDIA AMD Intel Windows Apple Release date 02/10/2013 08/11/2013 30/08/2013 22/10/2013 Drivers version 331.10 beta 13.11 beta 9.2 10.18.10.3325 MacOS

More information

Shaders (some slides taken from David M. course)

Shaders (some slides taken from David M. course) Shaders (some slides taken from David M. course) Doron Nussbaum Doron Nussbaum COMP 3501 - Shaders 1 Traditional Rendering Pipeline Traditional pipeline (older graphics cards) restricts developer to texture

More information

Digital System Design with SystemVerilog

Digital System Design with SystemVerilog Digital System Design with SystemVerilog Mark Zwolinski AAddison-Wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid Capetown Sydney Tokyo

More information

Programming Wireless Devices with the Java 2 Platform, Micro Edition

Programming Wireless Devices with the Java 2 Platform, Micro Edition Programming Wireless Devices with the Java 2 Platform, Micro Edition J2ME Connected Limited Device Configuration (CLDC) Mobile Information Device Profile (MIDP) Roger Riggs Antero Taivalsaari Mark VandenBrink

More information

TSBK03 Screen-Space Ambient Occlusion

TSBK03 Screen-Space Ambient Occlusion TSBK03 Screen-Space Ambient Occlusion Joakim Gebart, Jimmy Liikala December 15, 2013 Contents 1 Abstract 1 2 History 2 2.1 Crysis method..................................... 2 3 Chosen method 2 3.1 Algorithm

More information

PROFESSIONAL. WebGL Programming DEVELOPING 3D GRAPHICS FOR THE WEB. Andreas Anyuru WILEY. John Wiley & Sons, Ltd.

PROFESSIONAL. WebGL Programming DEVELOPING 3D GRAPHICS FOR THE WEB. Andreas Anyuru WILEY. John Wiley & Sons, Ltd. PROFESSIONAL WebGL Programming DEVELOPING 3D GRAPHICS FOR THE WEB Andreas Anyuru WILEY John Wiley & Sons, Ltd. INTRODUCTION xxl CHAPTER 1: INTRODUCING WEBGL 1 The Basics of WebGL 1 So Why Is WebGL So Great?

More information

DEFERRED RENDERING STEFAN MÜLLER ARISONA, ETH ZURICH SMA/

DEFERRED RENDERING STEFAN MÜLLER ARISONA, ETH ZURICH SMA/ DEFERRED RENDERING STEFAN MÜLLER ARISONA, ETH ZURICH SMA/2013-11-04 DEFERRED RENDERING? CONTENTS 1. The traditional approach: Forward rendering 2. Deferred rendering (DR) overview 3. Example uses of DR:

More information

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11 Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION

More information

1.2.3 The Graphics Hardware Pipeline

1.2.3 The Graphics Hardware Pipeline Figure 1-3. The Graphics Hardware Pipeline 1.2.3 The Graphics Hardware Pipeline A pipeline is a sequence of stages operating in parallel and in a fixed order. Each stage receives its input from the prior

More information

We will use WebGL 1.0. WebGL 2.0 is now being supported by most browsers but requires a better GPU so may not run on older computers or on most cell

We will use WebGL 1.0. WebGL 2.0 is now being supported by most browsers but requires a better GPU so may not run on older computers or on most cell We will use WebGL 1.0. WebGL 2.0 is now being supported by most browsers but requires a better GPU so may not run on older computers or on most cell phones and tablets. See http://webglstats.com/. We will

More information

C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev

C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE UGRAD.CS.UBC.C A/~CS314 Mikhail Bessmeltsev 1 WHAT IS RENDERING? Generating image from a 3D scene 2 WHAT IS RENDERING? Generating image

More information

Programming with OpenGL Shaders I. Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico

Programming with OpenGL Shaders I. Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico Programming with OpenGL Shaders I Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico Objectives Shader Programming Basics Simple Shaders Vertex shader Fragment shaders

More information

Screen Space Ambient Occlusion TSBK03: Advanced Game Programming

Screen Space Ambient Occlusion TSBK03: Advanced Game Programming Screen Space Ambient Occlusion TSBK03: Advanced Game Programming August Nam-Ki Ek, Oscar Johnson and Ramin Assadi March 5, 2015 This project report discusses our approach of implementing Screen Space Ambient

More information

Deferred Rendering Due: Wednesday November 15 at 10pm

Deferred Rendering Due: Wednesday November 15 at 10pm CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture

More information

Programming Graphics Hardware

Programming Graphics Hardware Tutorial 5 Programming Graphics Hardware Randy Fernando, Mark Harris, Matthias Wloka, Cyril Zeller Overview of the Tutorial: Morning 8:30 9:30 10:15 10:45 Introduction to the Hardware Graphics Pipeline

More information

Pipeline Operations. CS 4620 Lecture 14

Pipeline Operations. CS 4620 Lecture 14 Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives

More information

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models 3D Programming Concepts Outline 3D Concepts Displaying 3D Models 3D Programming CS 4390 3D Computer 1 2 3D Concepts 3D Model is a 3D simulation of an object. Coordinate Systems 3D Models 3D Shapes 3D Concepts

More information

Hardware Shading: State-of-the-Art and Future Challenges

Hardware Shading: State-of-the-Art and Future Challenges Hardware Shading: State-of-the-Art and Future Challenges Hans-Peter Seidel Max-Planck-Institut für Informatik Saarbrücken,, Germany Graphics Hardware Hardware is now fast enough for complex geometry for

More information

Texture Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science

Texture Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Texture Mapping CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce Mapping Methods - Texture Mapping - Environment Mapping - Bump Mapping Consider

More information

Xcode 6 Start to Finish

Xcode 6 Start to Finish Xcode 6 Start to Finish ios and OS X Development Fritz Anderson VAddison-Wesley New York Boston Indianapolis San Francisco Toronto Montreal Capetown Sydney London Munich Paris Madrid Tokyo Singapore Mexico

More information

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 Announcements Project 2 due Friday, Oct. 24 th Midterm Exam

More information

Systems:;-'./'--'.; r. Ramez Elmasri Department of Computer Science and Engineering The University of Texas at Arlington

Systems:;-'./'--'.; r. Ramez Elmasri Department of Computer Science and Engineering The University of Texas at Arlington Data base 7\,T"] Systems:;-'./'--'.; r Modelsj Languages, Design, and Application Programming Ramez Elmasri Department of Computer Science and Engineering The University of Texas at Arlington Shamkant

More information

Building scalable 3D applications. Ville Miettinen Hybrid Graphics

Building scalable 3D applications. Ville Miettinen Hybrid Graphics Building scalable 3D applications Ville Miettinen Hybrid Graphics What s going to happen... (1/2) Mass market: 3D apps will become a huge success on low-end and mid-tier cell phones Retro-gaming New game

More information

CS 4620 Program 3: Pipeline

CS 4620 Program 3: Pipeline CS 4620 Program 3: Pipeline out: Wednesday 14 October 2009 due: Friday 30 October 2009 1 Introduction In this assignment, you will implement several types of shading in a simple software graphics pipeline.

More information

Mobile Application Programing: Android. OpenGL Operation

Mobile Application Programing: Android. OpenGL Operation Mobile Application Programing: Android OpenGL Operation Activities Apps are composed of activities Activities are self-contained tasks made up of one screen-full of information Activities start one another

More information

Developer's HTML5. Cookbook. AAddison-Wesley. Chuck Hudson. Tom Leadbetter. Upper Saddle River, NJ Boston Indianapolis San Francisco

Developer's HTML5. Cookbook. AAddison-Wesley. Chuck Hudson. Tom Leadbetter. Upper Saddle River, NJ Boston Indianapolis San Francisco HTML5 Developer's Cookbook Chuck Hudson Tom Leadbetter AAddison-Wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid Capetown Sydney Tokyo

More information