Accessible GLSL Shader Programming

dc.contributor.authorToisoul, Antoineen_US
dc.contributor.authorRueckert, Danielen_US
dc.contributor.authorKainz, Bernharden_US
dc.contributor.editorJean-Jacques Bourdin and Amit Sheshen_US
dc.date.accessioned2017-04-22T16:39:26Z
dc.date.available2017-04-22T16:39:26Z
dc.date.issued2017
dc.description.abstractTeaching 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.en_US
dc.description.sectionheadersTechniques and Pedagogy
dc.description.seriesinformationEG 2017 - Education Papers
dc.identifier.doi10.2312/eged.20171024
dc.identifier.issn1017-4656
dc.identifier.pages35-42
dc.identifier.urihttps://doi.org/10.2312/eged.20171024
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/eged20171024
dc.publisherThe Eurographics Associationen_US
dc.subjectK.3.2 [Computers and Education]
dc.subjectComputer and Information Science Education
dc.subjectComputer Science Education
dc.subjectD.2.3 [Software Engineering]
dc.subjectCoding Tools and Techniques
dc.titleAccessible GLSL Shader Programmingen_US
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