DocumentCode
1456178
Title
Using GPU Shaders for Visualization, Part 2
Author
Bailey, M.
Author_Institution
Oregon State Univ., Corvallis, OR, USA
Volume
31
Issue
2
fYear
2011
Firstpage
67
Lastpage
73
Abstract
GPU shaders aren´t just for special effects. Previously, I looked at some uses for them in visualization. Here, the idea continues. Because visualization relies so much on high speed interaction, we use shaders for the same reason we use them in effects programming: appearance and performance. In the drive to understand large, complex data sets, no method should be overlooked. This article describes two additional visualization applications: line integral convolution (LIC) and terrain bump-mapping. I also comment on the recent (and rapid) changes to OpenGL and what these mean to educators.
Keywords
computer graphic equipment; coprocessors; data visualisation; terrain mapping; GPU shaders; OpenGL; line integral convolution; terrain bump-mapping; visualization; Convolutional codes; Data visualization; Graphics processing unit; GLSL; GPU shaders; LIC; OpenGL; OpenGL-ES; OpenGL-desktop. computer graphics; graphics and multimedia; line integral convolution; terrain bump-mapping;
fLanguage
English
Journal_Title
Computer Graphics and Applications, IEEE
Publisher
ieee
ISSN
0272-1716
Type
jour
DOI
10.1109/MCG.2011.29
Filename
5719037
Link To Document