• DocumentCode
    1456178
  • Title

    Using GPU Shaders for Visualization, Part 2

  • Author

    Bailey, M.

  • Author_Institution
    Oregon State Univ., Corvallis, OR, USA
  • Volume
    31
  • Issue
    2
  • fYear
    2011
  • Firstpage
    67
  • Lastpage
    73
  • Abstract
    GPU shaders aren´t just for special effects. Previously, I looked at some uses for them in visualization. Here, the idea continues. Because visualization relies so much on high speed interaction, we use shaders for the same reason we use them in effects programming: appearance and performance. In the drive to understand large, complex data sets, no method should be overlooked. This article describes two additional visualization applications: line integral convolution (LIC) and terrain bump-mapping. I also comment on the recent (and rapid) changes to OpenGL and what these mean to educators.
  • Keywords
    computer graphic equipment; coprocessors; data visualisation; terrain mapping; GPU shaders; OpenGL; line integral convolution; terrain bump-mapping; visualization; Convolutional codes; Data visualization; Graphics processing unit; GLSL; GPU shaders; LIC; OpenGL; OpenGL-ES; OpenGL-desktop. computer graphics; graphics and multimedia; line integral convolution; terrain bump-mapping;
  • fLanguage
    English
  • Journal_Title
    Computer Graphics and Applications, IEEE
  • Publisher
    ieee
  • ISSN
    0272-1716
  • Type

    jour

  • DOI
    10.1109/MCG.2011.29
  • Filename
    5719037