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A GPU shader programming workshop

Published: 05 August 2007 Publication History

Abstract

Shader programming is fast becoming an essential skill for computer graphics students. Using shaders, programmers have the flexibility to perform amazing vertex-by-vertex and pixel-by-pixel effects, combined with the parallel-processor performance to use shaders in interactive graphics. The emergence of shader programming is having profound effects on all areas of computer graphics including science, engineering, art, animation, and gaming. Because it is new, experience with teaching it is scarce. We taught such a class at OSU last spring, and thus have experience with teaching the topic, along with making up classroom examples and assignments. As part of that class, we developed a hands-on program called glman. glman allows students to create a shader scene description file which not only creates the 3D scene, but creates an interactive user interface to adjust shader parameters. Our experience is that glman is flexible enough to demonstrate and experiment with many shader concepts, and creates a fast and fun learning curve for the students.

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cover image ACM Conferences
SIGGRAPH '07: ACM SIGGRAPH 2007 educators program
August 2007
136 pages
ISBN:9781450318303
DOI:10.1145/1282040
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

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Published: 05 August 2007

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