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Making and using shaders in modern computer graphics

机译:在现代计算机图形学中制作和使用着色器

摘要

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.
机译:在消费类计算机图形领域,随着具有可编程管线的新图形卡的出现,图形和图形渲染是其发展的主要转折点。一个称为着色器的小程序提供了在可编程管线的单个阶段中将要完成的操作以及如何完成。本文的目的是介绍现代计算机图形学的基础知识以及着色器在计算机图形学中的使用。我们首先介绍着色器的理论基础,然后比较用于编写着色器的编程语言和代表着色器实现框架的软件图形界面。之后,我们使用图形化编程语言OpenGL和用于编写着色器的语言称为OpenGL Shading Language的着色器的实际示例进行研究。我们在计算机和信息科学学院以主题计算机图形和游戏技术开发的图形应用程序和游戏中实现着色器。创建着色器时要开发支持的图形应用程序,以便在受控环境中对其进行测试。我们创建并实现用于整个场景的圆形模糊的着色器,粒子系统,Phong全局照明,阴影贴图和三维模型细分。总之,我们介绍了汽车及其配套图形应用的开发和实施中的主要发现。

著录项

  • 作者

    Huč Aleks;

  • 作者单位
  • 年度 2012
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"sl","name":"Slovene","id":39}
  • 中图分类

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