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

Size: px
Start display at page:

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

Transcription

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

2 Outline 1 The Fixed Graphics Pipeline Vertex Shaders Fragment Shaders 2 The GLSL Language GLSL Data Types GLSL Variables Examples 3 Assignment Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

3 Outline 1 The Fixed Graphics Pipeline Vertex Shaders Fragment Shaders 2 The GLSL Language GLSL Data Types GLSL Variables Examples 3 Assignment Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

4 The Fixed Graphics Pipeline The fixed graphics pipeline. Process vertices. Assemble primitives. Transform vertices to clip coordinates. Clip primitives. Perform perspective division. Rasterize primitives. Process fragments. Write fragments to the framebuffer. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

5 The Fixed Graphics Pipeline The fixed graphics pipeline. Process vertices. Assemble primitives. Transform vertices to clip coordinates. Clip primitives. Perform perspective division. Rasterize primitives. Process fragments. Write fragments to the framebuffer. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

6 The Fixed Graphics Pipeline The fixed graphics pipeline vertex processor Transforms the vertex to eye coordinates. Transforms the normal to eye coordinates. Generates texture coordinates. Applies color material. Performs lighting calculations. Transforms the vertex to clip coordinates. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

7 The Fixed Graphics Pipeline The fixed graphics pipeline fragment processor Applies the interpolated shade. Applies the interpolated textures. Does a few other things (e.g., fog) that we haven t talked about. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

8 Outline 1 The Fixed Graphics Pipeline Vertex Shaders Fragment Shaders 2 The GLSL Language GLSL Data Types GLSL Variables Examples 3 Assignment Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

9 Vertex Shaders Definition (Vertex Shader) A vertex shader is a program that performs its own calculations on each vertex instead of using the calculations of the fixed pipeline. It is mandatory that the vertex shader compute the clip coordinates of the vertex. All other calculations (lighting, textures, etc.) are optional. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

10 Vertex Shaders Example (A Minimal Vertex Shader) void main() { gl_position = gl_modelviewprojectionmatrix * gl_vertex; } Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

11 Vertex Shaders Example (A Minimal Vertex Shader) void main() { gl_position = ftransform(); } The ftransform() function will do the same thing. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

12 Outline 1 The Fixed Graphics Pipeline Vertex Shaders Fragment Shaders 2 The GLSL Language GLSL Data Types GLSL Variables Examples 3 Assignment Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

13 Fragment Shaders Definition (Fragment Shader) A fragment shader is a program that performs its own calculations on each fragment of a primitive instead of using the interpolated values of the fixed pipeline. It is mandatory that the fragment shader compute the color of the fragment. All other calculations are optional. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

14 Fragment Shaders Example (A Minimal Fragment Shader) void main() { gl_fragcolor = gl_color; } Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

15 Minimal Shaders Lecture 30 Demo 1 This demo consists of three programs: Lecture 30 Demo 1.vert Lecture 30 Demo 1.frag Lecture 30 Demo 1.cpp The shader programs are minimal shaders. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

16 Outline 1 The Fixed Graphics Pipeline Vertex Shaders Fragment Shaders 2 The GLSL Language GLSL Data Types GLSL Variables Examples 3 Assignment Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

17 Outline 1 The Fixed Graphics Pipeline Vertex Shaders Fragment Shaders 2 The GLSL Language GLSL Data Types GLSL Variables Examples 3 Assignment Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

18 GLSL Data Types GLSL is the OpenGL Shading Language. GLSL provides several variable types. Shader variables must be of these types. The three primitive types are bool int float Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

19 GLSL Data Types GLSL has several vector types Boolean vectors - bvec2, bvec3, bvec4. Integer vectors - ivec2, ivec3, ivec4. Floating-point vectors - vec2, vec3, vec4. GLSL has three floating-point matrix types 2 2 matrices - mat matrices - mat matrices - mat4. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

20 GLSL Data Types Example (GLSL Data Types) // Vertex Shader void main() { gl_position = ftransform(); gl_frontcolor = vec4(1.0, 0.0, 1.0, 1.0); } // Fragment Shader void main() { gl_fragcolor = gl_color; } Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

21 Outline 1 The Fixed Graphics Pipeline Vertex Shaders Fragment Shaders 2 The GLSL Language GLSL Data Types GLSL Variables Examples 3 Assignment Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

22 GLSL Variables There are four categories of variable. const uniform attribute varying Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

23 GLSL Variables Definition (const Variable) A const variable is constant at compile time and, therefore, constant throughout the program. A const is defined within a shader and its scope is limited to that shader. Application Vertex Shader const int s = 0; Fragment Shader const int t = 1; Framebuffer Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

24 GLSL Variables Definition (uniform Variable) A uniform variable may be modified by the application program, but its value is constant over the scope of a primitive, i.e., throughout a glbegin()/glend() pair. A uniform variable holds a value that is associated with the primitive. Vertex Shader uniform int s; Application s gluniform(sloc, s); gluniform(tloc, t); t Fragment Shader uniform int t; Framebuffer Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

25 GLSL Variables Definition (attribute Variable) An attribute variable may be modified for each vertex, but its value is constant during the processing of that vertex. An attribute variable holds a value that is associated with the vertex. Vertex Shader attribute int s; Application s glvertexattrib(sloc, s); Fragment Shader Framebuffer Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

26 GLSL Variables Definition (varying Variable) A varying variable is given a value by the vertex shader. Its values at the vertices are interpolated over the primitive. A varying variable holds a value that will be sent to the fragment shader. Application Vertex Shader varying float s; s Fragment Shader varying float s; Framebuffer Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

27 Outline 1 The Fixed Graphics Pipeline Vertex Shaders Fragment Shaders 2 The GLSL Language GLSL Data Types GLSL Variables Examples 3 Assignment Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

28 GLSL Data Types Example (Constants) const vec4 blue = vec4(0.0, 0.0, 1.0, 1.0); void main() { gl_position = ftransform(); gl_frontcolor = blue; } Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

29 Constants Lecture 30 Demo 2 This vertex shader program uses a constant to set the color to blue. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

30 GLSL Data Types Example (Uniform Variables) const vec4 blue = vec4(0.0, 0.0, 1.0, 1.0); uniform float s; void main() { gl_position = ftransform(); gl_frontcolor = mix(gl_color, blue, s); } Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

31 Uniform Variables For uniform variables, it is necessary to establish a means of communicating their values from the application to the shader programs. In the application program, use glgetuniformlocation() to receive a storage location for the variable in the GPU (once and for all). Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

32 Uniform Variables glgetuniformlocation() unsigned int glgetuniformlocation(unsigned int progobj, string var_name); progobj The program reference number (to be discussed later). var_name The name of the variable in the shader. Return value A reference number for the location of the variable in the GPU. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

33 Uniform Variables Then it is necessary to pass the current value from the application program to the GPU. Use gluniform() to do this (as often as the value changes). Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

34 Uniform Variables gluniform() void gluniform(unsigned int loc, type value); loc The reference number returned by glgetuniformlocation(). value The value to be passed to the shader. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

35 Uniform Variables Example (Uniform Variables) // In the application float time; unsigned int tloc = glgetuniformlocation(myprog, "t"); gluniform1f(tloc, time); // In the vertex shader uniform float t; void main() { gl_frontcolor = mix(red, blue, sin(t)); }. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

36 Uniform Variables Lecture 30 Demo 3 This vertex shader program uses a uniform variable to change the color. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

37 GLSL Variables Example (Varying Variables) // In the vertex shader varying vec3 vertex_color; void main() { vertex_color = gl_normal; }. // In the fragment shader varying vec3 vertex_color; void main() { gl_fragcolor = vertex_color; }. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

38 Varying Variables Lecture 30 Demo 4 These shader programs use a varying variable to change the color. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

39 Attribute Variables Attribute variables may be given a different value for each vertex in a primitive. Otherwise, they are handled much like uniform variables. For attribute variables, it is necessary to establish a means of communicating their values from the application to the shader programs. In the application program, use glgetattriblocation() to receive a storage location for the variable in the GPU (once and for all). Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

40 Attribute Variables glgetuniformlocation() int glgetattriblocation(unsigned int progobj, string var_name); progobj The program reference number (to be discussed on Friday). var_name The name of the variable in the shader. Return value A reference number for the location of the variable in the GPU. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

41 Attribute Variables Then it is necessary to pass the current value from the application program to the GPU. Use glvertexattrib() to do this (as often as the value changes). Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

42 Attribute Variables glvertexattrib() void glvertexattrib(unsigned int loc, type value); loc The reference number returned by glgetattriblocation(). value The value to be passed to the shader. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

43 GLSL Variables Example (Attribute Variables) // In the vertex shader attribute vec3 color; void main() { gl_frontcolor = mix(gl_color, color, 0.5); }. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

44 Attribute Variables Lecture 30 Demo 5 This vertex shader program uses an attribute variable to change the color of the upper vertex of each vertex in a triangle strip. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

45 Outline 1 The Fixed Graphics Pipeline Vertex Shaders Fragment Shaders 2 The GLSL Language GLSL Data Types GLSL Variables Examples 3 Assignment Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

46 Homework Homework Read Subsection The vertex shader. Read Subsection The fragment shader. Robb T. Koether (Hampden-Sydney College) Shader Programs Wed, Nov 16, / 43

The Graphics Pipeline

The Graphics Pipeline The Graphics Pipeline Lecture 2 Robb T. Koether Hampden-Sydney College Wed, Aug 23, 2017 Robb T. Koether (Hampden-Sydney College) The Graphics Pipeline Wed, Aug 23, 2017 1 / 19 Outline 1 Vertices 2 The

More information

The Graphics Pipeline

The Graphics Pipeline The Graphics Pipeline Lecture 2 Robb T. Koether Hampden-Sydney College Fri, Aug 28, 2015 Robb T. Koether (Hampden-Sydney College) The Graphics Pipeline Fri, Aug 28, 2015 1 / 19 Outline 1 Vertices 2 The

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

The Projection Matrix

The Projection Matrix The Projection Matrix Lecture 5 Robb T. Koether Hampden-Sydney College Wed, Aug 30, 2017 Robb T. Koether (Hampden-Sydney College) The Projection Matrix Wed, Aug 30, 2017 1 / 21 Outline 1 The World Coordinate

More information

Shader Programming. Daniel Wesslén, Stefan Seipel, Examples

Shader Programming. Daniel Wesslén, Stefan Seipel, Examples Shader Programming Daniel Wesslén, dwn@hig.se Stefan Seipel, ssl@hig.se Examples 1 Per-pixel lighting Texture convolution filtering 2 Post-processing, animated procedural textures Vertex displacement mapping

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

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

Shading Triangles. Lecture 37. Robb T. Koether. Hampden-Sydney College. Mon, Nov 30, 2015

Shading Triangles. Lecture 37. Robb T. Koether. Hampden-Sydney College. Mon, Nov 30, 2015 Shading Triangles Lecture 37 Robb T. Koether Hampden-Sydney College Mon, Nov 30, 2015 Robb T. Koether (Hampden-Sydney College) Shading Triangles Mon, Nov 30, 2015 1 / 35 Outline 1 Shading Triangles Barycentric

More information

Information Coding / Computer Graphics, ISY, LiTH GLSL. OpenGL Shading Language. Language with syntax similar to C

Information Coding / Computer Graphics, ISY, LiTH GLSL. OpenGL Shading Language. Language with syntax similar to C GLSL OpenGL Shading Language Language with syntax similar to C Syntax somewhere between C och C++ No classes. Straight ans simple code. Remarkably understandable and obvious! Avoids most of the bad things

More information

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people GLSL Introduction Fu-Chung Huang Thanks for materials from many other people Shader Languages Currently 3 major shader languages Cg (Nvidia) HLSL (Microsoft) Derived from Cg GLSL (OpenGL) Main influences

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

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)!

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! ! The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 4! stanford.edu/class/ee267/! Updates! for 24h lab access:

More information

The Projection Matrix

The Projection Matrix The Projection Matrix Lecture 8 Robb T. Koether Hampden-Sydney College Fri, Sep 11, 2015 Robb T. Koether (Hampden-Sydney College) The Projection Matrix Fri, Sep 11, 2015 1 / 43 Outline 1 Coordinate Systems

More information

The Transition from RenderMan to the OpenGL Shading Language (GLSL)

The Transition from RenderMan to the OpenGL Shading Language (GLSL) 1 The Transition from RenderMan to the OpenGL Shading Language (GLSL) Mike Bailey mjb@cs.oregonstate.edu This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International

More information

Programmable GPUs. Real Time Graphics 11/13/2013. Nalu 2004 (NVIDIA Corporation) GeForce 6. Virtua Fighter 1995 (SEGA Corporation) NV1

Programmable GPUs. Real Time Graphics 11/13/2013. Nalu 2004 (NVIDIA Corporation) GeForce 6. Virtua Fighter 1995 (SEGA Corporation) NV1 Programmable GPUs Real Time Graphics Virtua Fighter 1995 (SEGA Corporation) NV1 Dead or Alive 3 2001 (Tecmo Corporation) Xbox (NV2A) Nalu 2004 (NVIDIA Corporation) GeForce 6 Human Head 2006 (NVIDIA Corporation)

More information

Sign up for crits! Announcments

Sign up for crits! Announcments Sign up for crits! Announcments Reading for Next Week FvD 16.1-16.3 local lighting models GL 5 lighting GL 9 (skim) texture mapping Modern Game Techniques CS248 Lecture Nov 13 Andrew Adams Overview The

More information

CSE 167: Introduction to Computer Graphics Lecture #13: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015

CSE 167: Introduction to Computer Graphics Lecture #13: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 CSE 167: Introduction to Computer Graphics Lecture #13: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 Announcements Project 6 due Friday Next Thursday: Midterm #2

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

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people GLSL Introduction Fu-Chung Huang Thanks for materials from many other people Programmable Shaders //per vertex inputs from main attribute aposition; attribute anormal; //outputs to frag. program varying

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

The Critical-Path Algorithm

The Critical-Path Algorithm The Critical-Path Algorithm Lecture 32 Sections 8.3-8.4 Robb T. Koether Hampden-Sydney College Wed, Nov 19, 2014 Robb T. Koether (Hampden-Sydney College) The Critical-Path Algorithm Wed, Nov 19, 2014 1

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

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

Some advantages come from the limited environment! No classes. Stranight ans simple code. Remarkably. Avoids most of the bad things with C/C++.

Some advantages come from the limited environment! No classes. Stranight ans simple code. Remarkably. Avoids most of the bad things with C/C++. GLSL OpenGL Shading Language Language with syntax similar to C Syntax somewhere between C och C++ No classes. Stranight ans simple code. Remarkably understandable and obvious! Avoids most of the bad things

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

Today. Rendering - III. Outline. Texturing: The 10,000m View. Texture Coordinates. Specifying Texture Coordinates in GL

Today. Rendering - III. Outline. Texturing: The 10,000m View. Texture Coordinates. Specifying Texture Coordinates in GL Today Rendering - III CS148, Summer 2010 Graphics Pipeline and Programmable Shaders Artist Workflow Siddhartha Chaudhuri 1 2 Outline Texturing: The 10,000m View Intro to textures The fixed-function graphics

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

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

Magnification and Minification

Magnification and Minification Magnification and Minification Lecture 30 Robb T. Koether Hampden-Sydney College Fri, Nov 6, 2015 Robb T. Koether (Hampden-Sydney College) Magnification and Minification Fri, Nov 6, 2015 1 / 17 Outline

More information

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)!

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! ! The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 4! stanford.edu/class/ee267/! Lecture Overview! Review

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

Shader Programming 1. Examples. Vertex displacement mapping. Daniel Wesslén 1. Post-processing, animated procedural textures

Shader Programming 1. Examples. Vertex displacement mapping. Daniel Wesslén 1. Post-processing, animated procedural textures Shader Programming 1 Examples Daniel Wesslén, dwn@hig.se Per-pixel lighting Texture convolution filtering Post-processing, animated procedural textures Vertex displacement mapping Daniel Wesslén 1 Fragment

More information

Applying Textures. Lecture 27. Robb T. Koether. Hampden-Sydney College. Fri, Nov 3, 2017

Applying Textures. Lecture 27. Robb T. Koether. Hampden-Sydney College. Fri, Nov 3, 2017 Applying Textures Lecture 27 Robb T. Koether Hampden-Sydney College Fri, Nov 3, 2017 Robb T. Koether (Hampden-Sydney College) Applying Textures Fri, Nov 3, 2017 1 / 24 Outline 1 Applying Textures 2 Photographs

More information

Lecture 31 Sections 9.1, 9.2, 9.3. Mon, Nov 23, 2009

Lecture 31 Sections 9.1, 9.2, 9.3. Mon, Nov 23, 2009 Lecture 31 Sections 9.1, 9.2, 9.3 Hampden-Sydney College Mon, Nov 23, 2009 Outline 1 2 3 4 5 Outline 1 2 3 4 5 The extension wrangler (glew) will check to see which extensions are supported by the installed

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

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

Recursive Sequences. Lecture 24 Section 5.6. Robb T. Koether. Hampden-Sydney College. Wed, Feb 27, 2013

Recursive Sequences. Lecture 24 Section 5.6. Robb T. Koether. Hampden-Sydney College. Wed, Feb 27, 2013 Recursive Sequences Lecture 24 Section 5.6 Robb T. Koether Hampden-Sydney College Wed, Feb 27, 2013 Robb T. Koether (Hampden-Sydney College) Recursive Sequences Wed, Feb 27, 2013 1 / 21 1 Recursive Sequences

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

2D graphics with WebGL

2D graphics with WebGL 2D graphics with WebGL Some material contained here is adapted from the book s slides. September 7, 2015 (Dr. Mihail) 2D graphics September 7, 2015 1 / 22 Graphics Pipeline (Dr. Mihail) 2D graphics September

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

SHADER PROGRAMMING. Based on Jian Huang s lecture on Shader Programming

SHADER PROGRAMMING. Based on Jian Huang s lecture on Shader Programming SHADER PROGRAMMING Based on Jian Huang s lecture on Shader Programming What OpenGL 15 years ago could do http://www.neilturner.me.uk/shots/opengl-big.jpg What OpenGL can do now What s Changed? 15 years

More information

Introduction to the OpenGL Shading Language (GLSL)

Introduction to the OpenGL Shading Language (GLSL) 1 Introduction to the OpenGL Shading Language (GLSL) This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International License Mike Bailey mjb@cs.oregonstate.edu

More information

WebGL and GLSL Basics. CS559 Fall 2015 Lecture 10 October 6, 2015

WebGL and GLSL Basics. CS559 Fall 2015 Lecture 10 October 6, 2015 WebGL and GLSL Basics CS559 Fall 2015 Lecture 10 October 6, 2015 Last time Hardware Rasterization For each point: Compute barycentric coords Decide if in or out.7,.7, -.4 1.1, 0, -.1.9,.05,.05.33,.33,.33

More information

GLSL 1: Basics. J.Tumblin-Modified SLIDES from:

GLSL 1: Basics. J.Tumblin-Modified SLIDES from: GLSL 1: Basics J.Tumblin-Modified SLIDES from: Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University of New Mexico and

More information

while Loops Lecture 13 Sections Robb T. Koether Wed, Sep 26, 2018 Hampden-Sydney College

while Loops Lecture 13 Sections Robb T. Koether Wed, Sep 26, 2018 Hampden-Sydney College while Loops Lecture 13 Sections 5.8-5.9 Robb T. Koether Hampden-Sydney College Wed, Sep 26, 2018 Robb T. Koether (Hampden-Sydney College) while Loops Wed, Sep 26, 2018 1 / 25 1 while Loops 2 Input Loops

More information

The Basic Computer Graphics Pipeline, OpenGL-style. Introduction to the OpenGL Shading Language (GLSL)

The Basic Computer Graphics Pipeline, OpenGL-style. Introduction to the OpenGL Shading Language (GLSL) Introduction to the OpenGL Shading Language (GLSL) 1 The Basic Pipeline, OpenGL-style Vertex, Normal, Color ModelViewMatrix, ProjectionMatrix, ModelViewProjectionMatrix 2 MC Model WC View Per-vertex Projection

More information

Introduction to Shaders for Visualization. The Basic Computer Graphics Pipeline

Introduction to Shaders for Visualization. The Basic Computer Graphics Pipeline Introduction to Shaders for Visualization Mike Bailey The Basic Computer Graphics Pipeline Model Transform View Transform Per-vertex Lighting Projection Transform Homogeneous Division Viewport Transform

More information

OPENGL RENDERING PIPELINE

OPENGL RENDERING PIPELINE CPSC 314 03 SHADERS, OPENGL, & JS UGRAD.CS.UBC.CA/~CS314 Textbook: Appendix A* (helpful, but different version of OpenGL) Alla Sheffer Sep 2016 OPENGL RENDERING PIPELINE 1 OPENGL RENDERING PIPELINE Javascript

More information

CS 432 Interactive Computer Graphics

CS 432 Interactive Computer Graphics CS 432 Interactive Computer Graphics Lecture 2 Part 2 Introduction to Shaders Matt Burlick - Drexel University - CS 432 1 Shaders To understand shaders, let s look at the graphics pipeline again The job

More information

Shadows. Prof. George Wolberg Dept. of Computer Science City College of New York

Shadows. Prof. George Wolberg Dept. of Computer Science City College of New York Shadows Prof. George Wolberg Dept. of Computer Science City College of New York Objectives Introduce Shadow Algorithms Expand to projective textures 2 Flashlight in the Eye Graphics When do we not see

More information

WebGL and GLSL Basics. CS559 Fall 2016 Lecture 14 October

WebGL and GLSL Basics. CS559 Fall 2016 Lecture 14 October WebGL and GLSL Basics CS559 Fall 2016 Lecture 14 October 24 2016 Review Hardware Rasterization For each point: Compute barycentric coords Decide if in or out.7,.7, -.4 1.1, 0, -.1.9,.05,.05.33,.33,.33

More information

Shaders. Introduction. OpenGL Grows via Extensions. OpenGL Extensions. OpenGL 2.0 Added Shaders. Shaders Enable Many New Effects

Shaders. Introduction. OpenGL Grows via Extensions. OpenGL Extensions. OpenGL 2.0 Added Shaders. Shaders Enable Many New Effects CSCI 420 Computer Graphics Lecture 4 Shaders Jernej Barbic University of Southern California Shading Languages GLSL Vertex Array Objects Vertex Shader Fragment Shader [Angel Ch. 1, 2, A] Introduction The

More information

GLSL v1.20. Scott MacHaffie Schrödinger, Inc.

GLSL v1.20. Scott MacHaffie Schrödinger, Inc. 1 GLSL v1.20 Scott MacHaffie Schrödinger, Inc. http://www.schrodinger.com Table of Contents Introduction...2 Example 01: Trivial shader...2 Syntax...3 Types of variables...3 Example 02: Materials vertex

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

Recursive Sequences. Lecture 24 Section 5.6. Robb T. Koether. Hampden-Sydney College. Wed, Feb 26, 2014

Recursive Sequences. Lecture 24 Section 5.6. Robb T. Koether. Hampden-Sydney College. Wed, Feb 26, 2014 Recursive Sequences Lecture 24 Section 5.6 Robb T. Koether Hampden-Sydney College Wed, Feb 26, 2014 Robb T. Koether (Hampden-Sydney College) Recursive Sequences Wed, Feb 26, 2014 1 / 26 1 Recursive Sequences

More information

Minimal Spanning Trees

Minimal Spanning Trees Minimal Spanning Trees Lecture 33 Sections 7.1-7.3 Robb T. Koether Hampden-Sydney College Wed, Apr 11, 20 Robb T. Koether (Hampden-Sydney College) Minimal Spanning Trees Wed, Apr 11, 20 1 / 17 1 Networks

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

Specular Reflection. Lecture 19. Robb T. Koether. Hampden-Sydney College. Wed, Oct 4, 2017

Specular Reflection. Lecture 19. Robb T. Koether. Hampden-Sydney College. Wed, Oct 4, 2017 Specular Reflection Lecture 19 Robb T. Koether Hampden-Sydney College Wed, Oct 4, 2017 Robb T. Koether (Hampden-Sydney College) Specular Reflection Wed, Oct 4, 2017 1 / 22 Outline 1 Specular Reflection

More information

Objectives. Open GL Shading Language (GLSL)

Objectives. Open GL Shading Language (GLSL) Open GL Shading Language (GLSL) Objectives Shader applications Vertex shaders Fragment shaders Programming shaders Cg GLSL Coupling GLSL to Applications Example applications 1 Vertex Shader Applications

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

Comp 410/510 Computer Graphics Spring Programming with OpenGL Part 3: Shaders

Comp 410/510 Computer Graphics Spring Programming with OpenGL Part 3: Shaders Comp 410/510 Computer Graphics Spring 2018 Programming with OpenGL Part 3: Shaders Objectives Basic shaders - Vertex shader - Fragment shader Programming shaders with GLSL Finish first program void init(void)

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

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

Graphics Programming. Computer Graphics, VT 2016 Lecture 2, Chapter 2. Fredrik Nysjö Centre for Image analysis Uppsala University

Graphics Programming. Computer Graphics, VT 2016 Lecture 2, Chapter 2. Fredrik Nysjö Centre for Image analysis Uppsala University Graphics Programming Computer Graphics, VT 2016 Lecture 2, Chapter 2 Fredrik Nysjö Centre for Image analysis Uppsala University Graphics programming Typically deals with How to define a 3D scene with a

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

An Overview GLUT GLSL GLEW

An Overview GLUT GLSL GLEW OpenGL, GLUT, GLEW, GLSL An Overview GLUT GLEW GLSL Objectives Give you an overview of the software that you will be using this semester OpenGL, GLUT, GLEW, GLSL What are they? How do you use them? What

More information

Boolean Expressions. Lecture 31 Sections 6.6, 6.7. Robb T. Koether. Hampden-Sydney College. Wed, Apr 8, 2015

Boolean Expressions. Lecture 31 Sections 6.6, 6.7. Robb T. Koether. Hampden-Sydney College. Wed, Apr 8, 2015 Boolean Expressions Lecture 31 Sections 6.6, 6.7 Robb T. Koether Hampden-Sydney College Wed, Apr 8, 2015 Robb T. Koether (Hampden-Sydney College) Boolean Expressions Wed, Apr 8, 2015 1 / 22 1 Relational

More information

The Model Stack. Lecture 8. Robb T. Koether. Hampden-Sydney College. Wed, Sep 6, 2017

The Model Stack. Lecture 8. Robb T. Koether. Hampden-Sydney College. Wed, Sep 6, 2017 The Model Stack Lecture 8 Robb T. Koether Hampden-Sydney College Wed, Sep 6, 2017 Robb T. Koether (Hampden-Sydney College) The Model Stack Wed, Sep 6, 2017 1 / 19 Outline 1 Drawing Rectangle Man 2 The

More information

The OpenGL Shading Language

The OpenGL Shading Language The OpenGL Shading Language GLSL In the previous lecture we looked at the process of loading shaders into the programmable hardware (GPU) The actual language syntax of GLSL and the principles behind it

More information

Pointers. Lecture 1 Sections Robb T. Koether. Hampden-Sydney College. Wed, Jan 14, 2015

Pointers. Lecture 1 Sections Robb T. Koether. Hampden-Sydney College. Wed, Jan 14, 2015 Pointers Lecture 1 Sections 10.1-10.2 Robb T. Koether Hampden-Sydney College Wed, Jan 14, 2015 Robb T. Koether (Hampden-Sydney College) Pointers Wed, Jan 14, 2015 1 / 23 1 Pointers 2 Pointer Initialization

More information

The Traveling Salesman Problem Brute Force Method

The Traveling Salesman Problem Brute Force Method The Traveling Salesman Problem Brute Force Method Lecture 30 Sections 6.1, 6.3 Robb T. Koether Hampden-Sydney College Fri, Nov 3, 2017 Robb T. Koether (Hampden-Sydney College)The Traveling Salesman Problem

More information

Nondeterministic Programming in C++

Nondeterministic Programming in C++ Nondeterministic Programming in C++ Lecture 37 Sections 14.5 Robb T. Koether Hampden-Sydney College Wed, Nov 30, 2016 Robb T. Koether (Hampden-Sydney College) Nondeterministic Programming in C++ Wed, Nov

More information

Rotations and Translations

Rotations and Translations Rotations and Translations Lecture 33 Sections 11.3-11.4 Robb T. Koether Hampden-Sydney College Wed, Nov 20, 2013 Robb T. Koether (Hampden-Sydney College) Rotations and Translations Wed, Nov 20, 2013 1

More information

GPU Programming EE Final Examination

GPU Programming EE Final Examination Name GPU Programming EE 4702-1 Final Examination Tuesday, 9 December 2014 7:30 9:30 CST Alias Problem 1 Problem 2 Problem 3 Problem 4 Problem 5 Exam Total (20 pts) (15 pts) (20 pts) (20 pts) (25 pts) (100

More information

CMPS160 Shader-based OpenGL Programming

CMPS160 Shader-based OpenGL Programming CMPS160 Shader-based OpenGL Programming Shader gallery I Above: Demo of Microsoft s XNA game platform Right: Product demos by nvidia (top) and Radeon (bottom) Shader gallery II Above: Kevin Boulanger (PhD

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

Programmable shader. Hanyang University

Programmable shader. Hanyang University Programmable shader Hanyang University Objective API references (will be skipped) Examples Simple shader Phong shading shader INTRODUCTION GLSL(OPENGL SHADING LANGUAGE) Scalar Data types Structure Structures

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

CS559 Computer Graphics Fall 2015

CS559 Computer Graphics Fall 2015 CS559 Computer Graphics Fall 2015 Practice Midterm Exam Time: 2 hrs 1. [XX Y Y % = ZZ%] MULTIPLE CHOICE SECTION. Circle or underline the correct answer (or answers). You do not need to provide a justification

More information

Levy: Constraint Texture Mapping, SIGGRAPH, CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon

Levy: Constraint Texture Mapping, SIGGRAPH, CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon Levy: Constraint Texture Mapping, SIGGRAPH, 2001 CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon Instructor: Justin Solomon Email: justin.solomon@stanford.edu Office: Clark

More information

List Iterators. Lecture 27 Section Robb T. Koether. Hampden-Sydney College. Wed, Apr 8, 2015

List Iterators. Lecture 27 Section Robb T. Koether. Hampden-Sydney College. Wed, Apr 8, 2015 List Iterators Lecture 27 Section 16.5 Robb T. Koether Hampden-Sydney College Wed, Apr 8, 2015 Robb T. Koether (Hampden-Sydney College) List Iterators Wed, Apr 8, 2015 1 / 28 1 Sequential Access 2 List

More information

Computer Graphics Coursework 1

Computer Graphics Coursework 1 Computer Graphics Coursework 1 Deadline Deadline: 4pm, 24/10/2016 4pm 23/10/2015 Outline The aim of the coursework is to modify the vertex and fragment shaders in the provided OpenGL framework to implement

More information

Density Curves Sections

Density Curves Sections Density Curves Sections 3.1-3.2 Lecture 8 Robb T. Koether Hampden-Sydney College Wed, Jan 27, 2016 Robb T. Koether (Hampden-Sydney College) Density CurvesSections 3.1-3.2 Wed, Jan 27, 2016 1 / 18 Outline

More information

CS4621/5621 Fall Computer Graphics Practicum Intro to OpenGL/GLSL

CS4621/5621 Fall Computer Graphics Practicum Intro to OpenGL/GLSL CS4621/5621 Fall 2015 Computer Graphics Practicum Intro to OpenGL/GLSL Professor: Kavita Bala Instructor: Nicolas Savva with slides from Balazs Kovacs, Eston Schweickart, Daniel Schroeder, Jiang Huang

More information

CS770/870 Spring 2017 Open GL Shader Language GLSL

CS770/870 Spring 2017 Open GL Shader Language GLSL Preview CS770/870 Spring 2017 Open GL Shader Language GLSL Review traditional graphics pipeline CPU/GPU mixed pipeline issues Shaders GLSL graphics pipeline Based on material from Angel and Shreiner, Interactive

More information

CS770/870 Spring 2017 Open GL Shader Language GLSL

CS770/870 Spring 2017 Open GL Shader Language GLSL CS770/870 Spring 2017 Open GL Shader Language GLSL Based on material from Angel and Shreiner, Interactive Computer Graphics, 6 th Edition, Addison-Wesley, 2011 Bailey and Cunningham, Graphics Shaders 2

More information

Today s Agenda. Basic design of a graphics system. Introduction to OpenGL

Today s Agenda. Basic design of a graphics system. Introduction to OpenGL Today s Agenda Basic design of a graphics system Introduction to OpenGL Image Compositing Compositing one image over another is most common choice can think of each image drawn on a transparent plastic

More information

Tuesday, 23 March OpenGL Shading Language

Tuesday, 23 March OpenGL Shading Language OpenGL Shading Language GLSL Is a high level shading language based on the C programming language. It was created by the OpenGL ARB to give developers more direct control of the graphics pipeline without

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

GLSL. OpenGL Shading Language. OpenGL 1.5 Logical Diagram. OpenGL 2.0 Logical Diagram

GLSL. OpenGL Shading Language. OpenGL 1.5 Logical Diagram. OpenGL 2.0 Logical Diagram OpenGL Shading Language GLSL Is a high level shading language based on the C programming language. It was created by the OpenGL ARB to give developers more direct control of the graphics pipeline without

More information

The string Class. Lecture 21 Sections 2.9, 3.9, Robb T. Koether. Wed, Oct 17, Hampden-Sydney College

The string Class. Lecture 21 Sections 2.9, 3.9, Robb T. Koether. Wed, Oct 17, Hampden-Sydney College The string Class Lecture 21 Sections 2.9, 3.9, 3.10 Robb T. Koether Hampden-Sydney College Wed, Oct 17, 2018 Robb T. Koether (Hampden-Sydney College) The string Class Wed, Oct 17, 2018 1 / 18 1 The String

More information

Pointer Arithmetic. Lecture 4 Chapter 10. Robb T. Koether. Hampden-Sydney College. Wed, Jan 25, 2017

Pointer Arithmetic. Lecture 4 Chapter 10. Robb T. Koether. Hampden-Sydney College. Wed, Jan 25, 2017 Pointer Arithmetic Lecture 4 Chapter 10 Robb T. Koether Hampden-Sydney College Wed, Jan 25, 2017 Robb T. Koether (Hampden-Sydney College) Pointer Arithmetic Wed, Jan 25, 2017 1 / 36 1 Pointer Arithmetic

More information

Converts geometric primitives into images Is split into several independent stages Those are usually executed concurrently

Converts geometric primitives into images Is split into several independent stages Those are usually executed concurrently Rendering Pipeline Rendering Pipeline Converts geometric primitives into images Is split into several independent stages Those are usually executed concurrently Pipeline 18.10.2013 Steiner- Wallner- Podaras

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

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

GPU Programming EE Final Examination

GPU Programming EE Final Examination Name GPU Programming EE 4702-1 Final Examination Friday, 11 December 2015 15:00 17:00 CST Alias Problem 1 Problem 2 Problem 3 Problem 4 Problem 5 Problem 6 Exam Total (20 pts) (15 pts) (15 pts) (20 pts)

More information

Programmable GPUs Outline

Programmable GPUs Outline papi 1 Outline References Programmable Units Languages Programmable GPUs Outline papi 1 OpenGL Shading Language papi 1 EE 7700-1 Lecture Transparency. Formatted 11:30, 25 March 2009 from set-prog-api.

More information

Ambient and Diffuse Light

Ambient and Diffuse Light Ambient and Diffuse Light Lecture 20 Robb T. Koether Hampden-Sydney College Mon, Oct 12, 2015 Robb T. Koether (Hampden-Sydney College) Ambient and Diffuse Light Mon, Oct 12, 2015 1 / 29 Outline 1 Lighting

More information

List Iterators. Lecture 34 Section Robb T. Koether. Hampden-Sydney College. Wed, Apr 24, 2013

List Iterators. Lecture 34 Section Robb T. Koether. Hampden-Sydney College. Wed, Apr 24, 2013 List Iterators Lecture 34 Section 16.5 Robb T. Koether Hampden-Sydney College Wed, Apr 24, 2013 Robb T. Koether (Hampden-Sydney College) List Iterators Wed, Apr 24, 2013 1 / 29 1 Sequential Access 2 List

More information

Shading Language Update

Shading Language Update 3 Shading Language Update Bill Licea-Kane Copyright Khronos Group, 2007 - Page 1 About this talk - Caveat BOFor Contributions to arb-glsl workgroup - NOT final, subject to (minor?) changes Not exhaustive

More information