2012Unpublished venueRequires access

Making and using shaders in modern computer graphics

A. Huc

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Abstract

In the area of consumer computer graphic was a major turning point in the development of graphics and it's rendering, when new graphic cards with programmable pipeline emerged. What and how something will be done in a single stage of programmable pipeline is provided with a small program called shader. The aim of the thesis is to present the basics of modern computer graphics and use of shaders in computer graphics. We start by presenting the theoretical basis of shaders and comparing programming languages for writing shaders and software graphical interfaces that represent the framework for the implementation of shaders. After that we work on practical examples of shaders with graphical programming language OpenGL and with language for writing shaders called OpenGL Shading Language. We implement shaders in graphics applications and in a game, that we developed in the subject computer graphics and gaming technology at Faculty of Computer and Information Science. Supporting graphics applications are developed when creating shaders in order to test them in a controlled environment. We create and implement shaders for circular blurring of the whole scene, particle systems, Phong global illumination, shadow mapping and three-dimensional model tessellation. In conclusion, we present key findings in development and implementation of cars and their supporting graphic applications.

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What this paper is about

In the area of consumer computer graphic was a major turning point in the development of graphics and it's rendering, when new graphic cards with programmable pipeline emerged. What and how something will be done in a single stage of programmable pipeline is provided with a small program called shader. The aim of the thesis is to present the basics of modern computer graphics and use of shaders in computer graphics. We start by presenting the theoretical basis of shaders and comparing programming languages for writing shaders and software graphical interfaces that represent the framework for the implementation of shaders. After that we work on practical examples of shaders with graphical programming language OpenGL and with language for writing shaders called OpenGL Shading Language. We implement shaders in graphics applications and in a game, that we developed in the subject computer graphics and gaming technology at Faculty of Computer and Information Science. Supporting graphics applications are developed when creating shaders in order to test them in a controlled environment. We create and implement shaders for circular blurring of the whole scene, particle systems, Phong global illumination, shadow mapping and three-dimensional model tessellation. In conclusion, we present key findings in development and implementation of cars and their supporting graphic applications.

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Available abstract

In the area of consumer computer graphic was a major turning point in the development of graphics and it's rendering, when new graphic cards with programmable pipeline emerged. What and how something will be done in a single stage of programmable pipeline is provided with a small program called shader. The aim of the thesis is to present the basics of modern computer graphics and use of shaders in computer graphics. We start by presenting the theoretical basis of shaders and comparing programming languages for writing shaders and software graphical interfaces that represent the framework for the implementation of shaders. After that we work on practical examples of shaders with graphical programming language OpenGL and with language for writing shaders called OpenGL Shading Language. We implement shaders in graphics applications and in a game, that we developed in the subject computer graphics and gaming technology at Faculty of Computer and Information Science. Supporting graphics applications are developed when creating shaders in order to test them in a controlled environment. We create and implement shaders for circular blurring of the whole scene, particle systems, Phong global illumination, shadow mapping and three-dimensional model tessellation. In conclusion, we present key findings in development and implementation of cars and their supporting graphic applications.

Key concepts: Shader, Graphics pipeline, Computer science, OpenGL, Computer graphics (images), Rendering (computer graphics), Graphics, Computer graphics

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