![]() ![]() ![]() OpenGL 4.00 is the latest major revision, announced on March, 2011 to give a hard competition to DirectX 11 providing extensions for geometry tessellation, 64-bit double precision float point, addition of Sampler objects, instanced arrays and timer query. Shaders were widely used in GPGPU early to CUDA and OpenCL as they are capable of accessing GPU processing power. Shaders are a hot topic and 3D game developers/researchers have shown that they can be put into some powerful use to produce remarkable scene effects and with increased performance. The OpenGL Shading Language, widely known as GLSL as defined by the ARB of OpenGL, is based on ANSI C that is capable of doing vector and matrix operations, typical operations in 3D graphics. Shaders are part of major graphics API as such as DirectX and OpenGL. Shader program is a set of two or more shaders that are compiled and linked together. ![]() ![]() In graphics processing hardware terms these independently compilable units are called shader units, and the language is known as the Shading Language. The Shading Language has been designed to allow application programmers to take control of this pipeline (GPU Rendering Pipeline) to produce desired results. “Modern hardware’s have completely superseded the fixed functionality (FFP) with programmability in complex graphics processing areas such as vertex, fragment and geometry processing. ![]()
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