Accessible GLSL Shader Programming

Accessible GLSL Shader Programming
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易于访问的 GLSL 着色器编程

DOI:
10.2312/eged.20171024
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发表时间:
2017
期刊:
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影响因子:
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通讯作者:
Bernhard Kainz
Bernhard Kainz
中科院分区:
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文献类型:
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作者:
Antoine Toisoul;D. Rueckert;Bernhard Kainz

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计算机图形学的基本原理教学需要一个全面准备的讲座,同时进行实践培训。现代图形编程很少提供一个简单的应用程序编程接口(API)和可用的API构成了很高的入门门槛的学生。标准图形管道的基于着色器的编程通常无法通过复杂的设置过程和复杂的编程环境来实现。在本文中,我们讨论了本科入门级讲座及其相应的实验练习。我们提出了一个编程框架,使交互式图形编程访问,同时允许设计个别任务作为指导性练习,以巩固个别讲座单元的内容。讨论的教学框架提供了一个定义良好的可编程图形管道几何着色阶段和基于图像的后处理功能的基础上帧缓冲区对象。它是开源的,可以在线获取。
Teaching fundamental principles of Computer Graphics requires a thoroughly prepared lecture alongside practical training. Modern graphics programming rarely provides a straightforward application programming interface (API) and the available APIs pose high entry barriers to students. Shader-based programming of standard graphics pipelines is often inaccessible through complex setup procedures and convoluted programming environments. In this paper we discuss an undergraduate entry level lecture with its according lab exercises. We present a programming framework that makes interactive graphics programming accessible while allowing to design individual tasks as instructive exercises to solidify the content of individual lecture units. The discussed teaching framework provides a well defined programmable graphics pipeline with geometry shading stages and image-based post processing functionality based on framebuffer objects. It is open-source and available online.