The Experts below are selected from a list of 36 Experts worldwide ranked by ideXlab platform

Dave Shreiner - One of the best experts on this subject based on the ideXlab platform.

  • SIGGRAPH Courses - An introduction to Opengl programming
    ACM SIGGRAPH 2013 Courses on - SIGGRAPH '13, 2013
    Co-Authors: Edward Angel, Dave Shreiner
    Abstract:

    Opengl is the most widely available library for creating interactive, computer graphics applications across all of the major computer operating systems. Its uses range from creating applications for scientific visualizations to computer-aided design, interactive gaming, and entertainment, and with each new version its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming Opengl, emphasizing the most modern methods for using the library. In recent years, Opengl has undergone numerous updates, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective Opengl programmer. The most notable of these changes, the introduction of shader-based rendering, has expanded to subsume almost all functionality in Opengl. While there have been numerous courses on Opengl in the past, the recent revisions to the API have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based Opengl Pipeline to introducing numerous techniques that can be implemented using Opengl.

  • Modern Opengl programming
    SIGGRAPH Asia 2011 Courses on - SA '11, 2011
    Co-Authors: Edward Angel, Dave Shreiner
    Abstract:

    Opengl is the most widely available library for creating interactive computer graphics applications across all major computer operating systems. Its uses span from creating applications for scientific visualizations to computer-aided design and interactive gaming and entertainment. With each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming Opengl, emphasizing the most modern methods for using the library. Opengl has undergone numerous updates in recent years which have fundamentally changed how programmers interact with the application programming interface (API), and the skills required for being an effective Opengl programmer. The most notable of those changes was the introduction of shader-based rendering. Introduced into the API many years ago, shader-based rendering has expanded to subsume almost all functionality in Opengl. An attendee of the course will be introduced to each of the shader stages in Opengl, along with methods for specifying data to be used in rendering with Opengl. While there have been numerous courses on Opengl in the past, the recent sequence of revisions to the API -- culminating in Opengl version 4.1 -- have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based Opengl Pipeline, to introducing all of the latest shader stages.

  • Introduction to modern Opengl programming
    ACM SIGGRAPH 2011 Courses on - SIGGRAPH '11, 2011
    Co-Authors: Edward Angel, Dave Shreiner
    Abstract:

    Opengl is the most widely available library for creating interactive computer graphics applications across all of the major computer operating systems. Its applications range from creating systems for scientific visualization to computer-aided design, interactive gaming, and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming Opengl, emphasizing current methods for using the library. While there have been numerous courses on Opengl in the past, the recent sequence of revisions to the API, culminating in Opengl version 4.2, provide a wealth of new functionality and features for creation of ever-richer content. In recent years, Opengl has undergone numerous updates that have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective Opengl programmer. The most notable of those changes are the introduction of shader-based rendering, which has expanded to subsume almost all functionality in Opengl, and the depracation of immediate-mode functions. Course attendees are introduced to each of the shader stages in Opengl version 4.2, along with methods for specifying data to be used in rendering with Opengl. The course begins with an overview of the complete Opengl Pipeline, introducing all the latest shader stages. Then it focuses on the shader-based Pipeline, which requires an application to provide both a vertex shader and a fragment shader. It also includes an summary of key graphics concepts: the synthetic-camera model, transformations, viewing, and lighting.

  • An introduction to Opengl 4.0 programming: (Copyright restrictions prevent ACM from providing the full text for this article)
    ACM SIGGRAPH ASIA 2010 Courses on - SA '10, 2010
    Co-Authors: Dave Shreiner, Edward Angel
    Abstract:

    Opengl is the most widely available library for creating interactive computer graphics applications across all of the major computer operating systems. Its uses range from creating applications for scientific visualizations to computer-aided design, interactive gaming and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming Opengl with an emphasis on the most modern methods for using the library. Opengl has undergone numerous updates in recent years, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective Opengl programmer. The most notable of those changes was the introduction of shader-based rendering, which was introduced into the API many years ago, but has recently expanded to subsume almost all functionality in Opengl. The course summarizes each of the shader stages in Opengl version 4.0 and methods for specifying data to be used in rendering with Opengl. While the annual SIGGRAPH conferences have presented numerous courses on Opengl over the years, recent revisions to the API, culminating in Opengl version 4.0, have provided a wealth of new functionality and features that enable creation of ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based Opengl Pipeline to introducing all of the latest shader stages.

Edward Angel - One of the best experts on this subject based on the ideXlab platform.

  • SIGGRAPH Courses - An introduction to Opengl programming
    ACM SIGGRAPH 2013 Courses on - SIGGRAPH '13, 2013
    Co-Authors: Edward Angel, Dave Shreiner
    Abstract:

    Opengl is the most widely available library for creating interactive, computer graphics applications across all of the major computer operating systems. Its uses range from creating applications for scientific visualizations to computer-aided design, interactive gaming, and entertainment, and with each new version its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming Opengl, emphasizing the most modern methods for using the library. In recent years, Opengl has undergone numerous updates, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective Opengl programmer. The most notable of these changes, the introduction of shader-based rendering, has expanded to subsume almost all functionality in Opengl. While there have been numerous courses on Opengl in the past, the recent revisions to the API have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based Opengl Pipeline to introducing numerous techniques that can be implemented using Opengl.

  • Modern Opengl programming
    SIGGRAPH Asia 2011 Courses on - SA '11, 2011
    Co-Authors: Edward Angel, Dave Shreiner
    Abstract:

    Opengl is the most widely available library for creating interactive computer graphics applications across all major computer operating systems. Its uses span from creating applications for scientific visualizations to computer-aided design and interactive gaming and entertainment. With each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming Opengl, emphasizing the most modern methods for using the library. Opengl has undergone numerous updates in recent years which have fundamentally changed how programmers interact with the application programming interface (API), and the skills required for being an effective Opengl programmer. The most notable of those changes was the introduction of shader-based rendering. Introduced into the API many years ago, shader-based rendering has expanded to subsume almost all functionality in Opengl. An attendee of the course will be introduced to each of the shader stages in Opengl, along with methods for specifying data to be used in rendering with Opengl. While there have been numerous courses on Opengl in the past, the recent sequence of revisions to the API -- culminating in Opengl version 4.1 -- have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based Opengl Pipeline, to introducing all of the latest shader stages.

  • Introduction to modern Opengl programming
    ACM SIGGRAPH 2011 Courses on - SIGGRAPH '11, 2011
    Co-Authors: Edward Angel, Dave Shreiner
    Abstract:

    Opengl is the most widely available library for creating interactive computer graphics applications across all of the major computer operating systems. Its applications range from creating systems for scientific visualization to computer-aided design, interactive gaming, and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming Opengl, emphasizing current methods for using the library. While there have been numerous courses on Opengl in the past, the recent sequence of revisions to the API, culminating in Opengl version 4.2, provide a wealth of new functionality and features for creation of ever-richer content. In recent years, Opengl has undergone numerous updates that have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective Opengl programmer. The most notable of those changes are the introduction of shader-based rendering, which has expanded to subsume almost all functionality in Opengl, and the depracation of immediate-mode functions. Course attendees are introduced to each of the shader stages in Opengl version 4.2, along with methods for specifying data to be used in rendering with Opengl. The course begins with an overview of the complete Opengl Pipeline, introducing all the latest shader stages. Then it focuses on the shader-based Pipeline, which requires an application to provide both a vertex shader and a fragment shader. It also includes an summary of key graphics concepts: the synthetic-camera model, transformations, viewing, and lighting.

  • An introduction to Opengl 4.0 programming: (Copyright restrictions prevent ACM from providing the full text for this article)
    ACM SIGGRAPH ASIA 2010 Courses on - SA '10, 2010
    Co-Authors: Dave Shreiner, Edward Angel
    Abstract:

    Opengl is the most widely available library for creating interactive computer graphics applications across all of the major computer operating systems. Its uses range from creating applications for scientific visualizations to computer-aided design, interactive gaming and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming Opengl with an emphasis on the most modern methods for using the library. Opengl has undergone numerous updates in recent years, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective Opengl programmer. The most notable of those changes was the introduction of shader-based rendering, which was introduced into the API many years ago, but has recently expanded to subsume almost all functionality in Opengl. The course summarizes each of the shader stages in Opengl version 4.0 and methods for specifying data to be used in rendering with Opengl. While the annual SIGGRAPH conferences have presented numerous courses on Opengl over the years, recent revisions to the API, culminating in Opengl version 4.0, have provided a wealth of new functionality and features that enable creation of ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based Opengl Pipeline to introducing all of the latest shader stages.

Ola Henriksson - One of the best experts on this subject based on the ideXlab platform.

  • A Depth of Field Algorithm for Realtime 3D Graphics in Opengl
    2002
    Co-Authors: Ola Henriksson
    Abstract:

    The company where this thesis was formulated constructs VR applications for the medical environment. The hardware used is ordinary dektops with consumer level graphics cards and haptic devices. In medicin some operations require microscopes or cameras. In order to simulate these in a virtual reality environment for educational purposes, the effect of depth of field or focus have to be considered. A working algorithm that generates this optical occurence in realtime, stereo rendered computer graphics is presented in this thesis. The algorithm is implemented in Opengl and C++ to later be combined with a VR application simulating eye-surgery which is built with Opengl Optimizer. Several different approaches are described in this report. The call for realtime stereo rendering (~60 fps) means taking advantage of the graphics hardware to a great extent. In Opengl this means using the extensions to a specific graphic chip for better performance, in this case the algorithm is implemented for a GeForce3 card. To increase the speed of the algorithm much of the workload is moved from the CPU to the GPU (Graphics Processing Unit). By re-defining parts of the ordinary Opengl Pipeline via vertex programs, a distance-from-focus map can be stored in the alpha channel of the final image with little time loss. This can effectively be used to blend a previously blurred version of the scene with a normal render. Different techniques to quickly blur a renderedimage is discussed, to keep the speed up solutions that require moving data from the graphics card is not an option.

Marc Van Droogenbroeck - One of the best experts on this subject based on the ideXlab platform.

  • I-see-3D ! An interactive and immersive system that dynamically adapts 2D projections to the location of a user's eyes
    2012 International Conference on 3D Imaging (IC3D), 2012
    Co-Authors: Sébastien Pierard, Vincent Pierlot, Antoine Lejeune, Marc Van Droogenbroeck
    Abstract:

    This paper presents a non-intrusive system that gives the illusion of a 3D immersive and interactive environment with 2D projectors. The user does not need to wear glasses, nor to watch a (limited) screen. The virtual world is all around him, drawn on the floor. As the user is himself immersed in the virtual world, there is no need for a proxy like an avatar; he can move inside the virtual environment freely. Moreover, the I-see-3D system allows a user to manipulate virtual objects with his own body, making interactions with the virtual world very intuitive. Giving the illusion of 3D requires to render images in such a way that the deformation of the image projected on the floor is taken into account, as well as the position of the user's “eye” in its virtual world. The resulting projection is neither perspective nor orthographic. Nevertheless, we describe how this can be implemented with the standard Opengl Pipeline, without any shader. Our experiments demonstrate that our system is effective in giving the illusion of 3D. Videos showing the results obtained with our I-see-3D system are available on our website http://www.ulg.ac.be/telecom/projector.

Sébastien Pierard - One of the best experts on this subject based on the ideXlab platform.

  • I-see-3D ! An interactive and immersive system that dynamically adapts 2D projections to the location of a user's eyes
    2012 International Conference on 3D Imaging (IC3D), 2012
    Co-Authors: Sébastien Pierard, Vincent Pierlot, Antoine Lejeune, Marc Van Droogenbroeck
    Abstract:

    This paper presents a non-intrusive system that gives the illusion of a 3D immersive and interactive environment with 2D projectors. The user does not need to wear glasses, nor to watch a (limited) screen. The virtual world is all around him, drawn on the floor. As the user is himself immersed in the virtual world, there is no need for a proxy like an avatar; he can move inside the virtual environment freely. Moreover, the I-see-3D system allows a user to manipulate virtual objects with his own body, making interactions with the virtual world very intuitive. Giving the illusion of 3D requires to render images in such a way that the deformation of the image projected on the floor is taken into account, as well as the position of the user's “eye” in its virtual world. The resulting projection is neither perspective nor orthographic. Nevertheless, we describe how this can be implemented with the standard Opengl Pipeline, without any shader. Our experiments demonstrate that our system is effective in giving the illusion of 3D. Videos showing the results obtained with our I-see-3D system are available on our website http://www.ulg.ac.be/telecom/projector.