opengl shading language
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2022 ◽  
Vol 41 (2) ◽  
pp. 427-443
Author(s):  
Hongly Va ◽  
Min-Hyung Choi ◽  
Min Hong

2013 ◽  
Vol 333-335 ◽  
pp. 1034-1037
Author(s):  
Yong Xia ◽  
Li Bing Zeng ◽  
Kuan Quan Wang

Volume rendering is an important issue in the field of images visualization, which can display the details of the volume data intuitively. In this paper, we provide an new transfer function for volume visualization of photographic data set. LH histogram and color gradient are used for opacity design. And special organ can be enhanced in 3D view for special mission. We use GLSL (OpenGL Shading Language) for the GPUs accelerate. VHP data set is used for test and the result confirms that our method is effective.


2013 ◽  
Vol 36 (2) ◽  
pp. 202-211 ◽  
Author(s):  
Tung-Ju Hsieh ◽  
Wen-Yew Liang ◽  
Yang-Lang Chang ◽  
Muhammad T. Satria ◽  
Bormin Huang

2007 ◽  
Vol 39 (1) ◽  
pp. 259-263 ◽  
Author(s):  
Jerry O. Talton ◽  
Darren Fitzpatrick

Author(s):  
Mike Bailey ◽  
Matt Clothier ◽  
Nick Gebbie

As engineering design becomes more and more complex, we predict that the field will look to immersive environments as a way to create more natural interactions with design ideas. But, helmets are bulky and awkward. A better solution for immersive design is a partial dome. Originally the exclusive domain of flight simulators, dome projection is now being brought to the masses with less expensive dome displays and because its immersiveness makes it such a unique design and display experience. A fisheye lens is needed for the projector to display across the nearly 180° of the dome. This necessarily introduces a distortion of the graphics that is being displayed through it. The trick is to then “pre-distort” the graphics in the opposite direction before sending it on to the projector. This paper describes the use of the OpenGL Shading Language (GLSL) to perform this non-linear dome distortion transformation in the GPU. This makes the development of dome-ready interactive graphics code barely different from developing monitor-only graphics code, and with little runtime performance penalty. The shader code is given along with real examples from our work with San Diego’s Reuben H. Fleet Science Center.


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