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Nakhoon Baek - One of the best experts on this subject based on the ideXlab platform.

  • ICISA - A Simplified Emulation Scheme for Opengl SC 2.0 Rendering over Opengl Embedded Systems 2.0
    Information Science and Applications 2018, 2018
    Co-Authors: Nakhoon Baek
    Abstract:

    Opengl (Open Graphics Library) is one of the most widely-used API (application programming interface)-level 3D graphics libraries. Recently, its new safety-critical profile, Opengl SC (Safety Critical profile) 2.0 is released. To provide these new features, we design a simplified rendering scheme for emulating Opengl SC 2.0 over Opengl ES (Embedded System) 2.0. Since Opengl ES 2.0 is widely used with desktops and mobile devices, our emulation can be used with wide range of graphics devices. Our new emulation scheme shows an efficient architectural way of providing all the rendering features. Prototype implementations are also presented.

  • An emulation scheme for Opengl SC 2.0 over Opengl
    The Journal of Supercomputing, 2018
    Co-Authors: Nakhoon Baek
    Abstract:

    Opengl SC (Opengl for Safety Critical) is the safety-critical variation of the famous Opengl 3D graphics library. The latest version of Opengl SC was on release in the year of 2016, as the Opengl SC 2.0. To provide the full features of this new standard, we need its new implementations. As the first step, we here present the way of emulating it over the widely used desktop Opengl. It is the first literature on the implementation of the new graphics standard, at least to the best of our knowledge. We present the detailed analysis and design of the emulator.

  • Design and implementation of Opengl SC 2.0 rendering pipeline
    Cluster Computing, 2017
    Co-Authors: Nakhoon Baek, Kuinam J. Kim
    Abstract:

    Opengl Safety Critical Profile (Opengl SC) is a variation of the famous three-dimensional graphics library Open Graphics Library (Opengl), for safety critical environment. It has been widely used for three-dimensional graphics output in military, avionics, and medical applications. In the year of 2015, Opengl SC 2.0 was newly released as the newest and specialized three-dimensional graphics standard for safety-critical applications. In this paper, we represent the high-level design schemes of the Opengl SC 2.0 context system and the rendering system. We also show the detailed implementation strategy, for its step-by-step implementation works. These implementation schemes are the fundamental and theoretical frameworks for the Opengl SC 2.0 system implementation. Based on these scheme, we represent a prototype implementation for Opengl SC 2.0 system. Our prototype system shows these design schemes are feasible and well-suited even for commercial uses. In near future, our full implementation will be released to the market.

  • Design of Opengl SC 2.0 Shader Language Features
    Mobile and Wireless Technologies 2017, 2017
    Co-Authors: Nakhoon Baek
    Abstract:

    Opengl is one of the most generally used 3D graphics libraries. Their new versions have special-purpose embedded high-level programming languages, named Opengl Shading Language (Opengl SL). The new safety critical version of Opengl, Opengl SC 2.0 is now available. To support the shading language features of Opengl SC 2.0, we need an off-line compiling feature. In this paper, we present the overall design and implementation strategy for the Opengl SC 2.0 off-line shader language specification.

  • Adding Advanced Debug Output Features to Single Board Mobile Computing Devices
    Wireless Personal Communications, 2017
    Co-Authors: Nakhoon Baek
    Abstract:

    With modern integrated development environment, support for error reporting and debugging features becomes more important. In the case of 3D graphics libraries, the most widely used 3D graphics library of Open Graphics Library ( Opengl ) has introduced the KHR debug extension , and it becomes the core feature of Opengl version 4.3 and later. In contrast, existing Opengl family implementations are lack of these features and hard to update the existing device drivers, including Raspberry Pi , Odroid , Arduino , etc. Especially, single board mobile computing devices are easy to lack up-to-date extensions for their existing system libraries. In this paper, we represent a dynamically-linked library (DLL) wrapping approach to support the KHR debug extension even on the old Opengl ES 1.1 versions, which are most widely used on single board mobile computing devices. Our prototype implementation shows full features of the KHR debug extension and works well with existing Opengl ES 1.1 application programs. This enhancement to the Opengl ES 1.1 enables the application programmers to use more up-to-date debugging features with traditional graphics drivers.

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

  • Opengl Programming Guide: The Official Guide to Learning Opengl, Version 4.5 with SPIR-V
    2016
    Co-Authors: John M Kessenich, Graham Sellers, Dave Shreiner
    Abstract:

    Complete Coverage of Opengl® 4.5—the Latest Version (Includes 4.5, 4.4, SPIR-V, and Extensions) The latest version of today's leading worldwide standard for computer graphics, Opengl 4.5 delivers significant improvements in application efficiency, flexibility, and performance. Opengl 4.5 is an exceptionally mature and robust platform for programming high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and shaders. Opengl® Programming Guide, Ninth Edition, presents definitive, comprehensive information on Opengl 4.5, 4.4, SPIR-V, Opengl extensions, and the Opengl Shading Language. It will serve you for as long as you write or maintain Opengl code. This edition of the best-selling “Red Book” fully integrates shader techniques alongside classic, function-centric approaches, and contains extensive code examples that demonstrate modern techniques. Starting with the fundamentals, its wide-ranging coverage includes drawing, color, pixels, fragments, transformations, textures, framebuffers, light and shadow, and memory techniques for advanced rendering and nongraphical applications. It also offers discussions of all shader stages, including thorough explorations of tessellation, geometric, and compute shaders. New coverage in this edition includes Thorough coverage of Opengl 4.5 Direct State Access (DSA), which overhauls the Opengl programming model and how applications access objects Deeper discussions and more examples of shader functionality and GPU processing, reflecting industry trends to move functionality onto graphics processors Demonstrations and examples of key features based on community feedback and suggestions Updated appendixes covering the latest Opengl libraries, related APIs, functions, variables, formats, and debugging and profiling techniques

  • 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.

  • Opengl programming guide the official guide to learning Opengl version 4 3
    2013
    Co-Authors: Dave Shreiner, Graham Sellers, John M Kessenich, Bill Liceakane
    Abstract:

    Includes Complete Coverage of the Opengl Shading Language! Todays Opengl software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. Opengl Programming Guide: The Official Guide to Learning Opengl, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on Opengl and the Opengl Shading Language. This edition of the best-selling Red Book describes the features through Opengl version 4.3. It also includes updated information and techniques formerly covered in Opengl Shading Language (the Orange Book). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in Opengl programming techniques. Opengl Programming Guide, Eighth Edition, provides clear explanations of Opengl functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New Opengl features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance

  • 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.

Kuinam J. Kim - One of the best experts on this subject based on the ideXlab platform.

  • Design and implementation of Opengl SC 2.0 rendering pipeline
    Cluster Computing, 2017
    Co-Authors: Nakhoon Baek, Kuinam J. Kim
    Abstract:

    Opengl Safety Critical Profile (Opengl SC) is a variation of the famous three-dimensional graphics library Open Graphics Library (Opengl), for safety critical environment. It has been widely used for three-dimensional graphics output in military, avionics, and medical applications. In the year of 2015, Opengl SC 2.0 was newly released as the newest and specialized three-dimensional graphics standard for safety-critical applications. In this paper, we represent the high-level design schemes of the Opengl SC 2.0 context system and the rendering system. We also show the detailed implementation strategy, for its step-by-step implementation works. These implementation schemes are the fundamental and theoretical frameworks for the Opengl SC 2.0 system implementation. Based on these scheme, we represent a prototype implementation for Opengl SC 2.0 system. Our prototype system shows these design schemes are feasible and well-suited even for commercial uses. In near future, our full implementation will be released to the market.

Mark J Kilgard - One of the best experts on this subject based on the ideXlab platform.

  • realizing Opengl two implementations of one architecture
    International Conference on Computer Graphics and Interactive Techniques, 1997
    Co-Authors: Mark J Kilgard
    Abstract:

    The OpcnGL Graphics System provides a well-specified, widelyaccepted dataflow for 3D graphics and imaging. Opengl is an UTclrirechaa; nn Opengl-capable computer is a hardware manifestation or ir,~plenrentution of that architecture. The Onyx2 InfiniteReality nnd 02 workstations exemplify two very different implementntions of Opengl. The hvo designs respond to different cost, performance, and capability goals. Common practice is to describe a graphics hardware implementntion bnscd on how the hardware itself operates. However, this pnper discusses hvo Opengl hardware implementations based on how they embody the Opengl architecture. An important thread throughout is how Opengl implementations can be designed not merely based on gmphics price-performance considerations, but nlso with considemtion of larger system issues such as memory architecture, compression, and video processing. Just as Opengl is influenced by wider system concerns, Opengl itself can provide a clarifying influence on system capabilities not conventionally thought of as graphics-related. CR Categories: 1.3.1 [Computer Graphics]: Hardware Architecture; 1.3.6 [Computer Graphics]: Methodology and TechniquesStandards

  • Opengl Programming for the X Window System
    1996
    Co-Authors: Mark J Kilgard
    Abstract:

    Preface. Acknowledgements. 1. Introduction. What is Opengl? Opengl's Design. History of Opengl. Opengl's Rendering Functionality. Geometric Primitives. Pixel Path Operations. Two Color Models. Opengl Modes and Other State. Ancillary Buffers. Modeling and Viewing. Further Capabilities. GLX: The Glue Between Opengl and X. A Quick Survey of GLX. The GLX Protocol. The GLU Library. An Example Xlib-based Opengl Program. Initialization. Example: glxsimple.c. Scene Update. Compiling the Example. Comparing Opengl to PEX. Subsets and Baselines. Programming Interfaces. Rendering Functionality. Display Lists. Portability. Window System Dependency. 2. Integrating X and Opengl. A More Involved Xlib Example. Initialization. The Dinosaur Model. Lighting. View Selection. Event Dispatching. Opengl and X Visuals. What Visuals GLX Guarantees to Exist. Example: glxvisuals.c. glXChooseVisual and glXGetConfig. More about Colormaps. Colormap Sharing. Managing Multiple Colormaps. Initializing Writable Colormaps. Using GLX Contexts. Sharing Display Lists. Binding to GLX Contexts. Copying Context State. Rendering X Fonts with Opengl. Rendering Opengl into Pixmaps. Generating Encapsulated PostScript. Mixing X and Opengl Rendering. Debugging Tips. Finding Opengl Errors. X11 Protocol Errors. Specialized Opengl Debugging Tools. 3. Using Opengl with Widgets. About the X Toolkit and Motif. Using Opengl Drawing Area Widgets. A Short Opengl-specific Widget Example. Specifics of the Opengl Drawing Area Widgets. The Motif and non-Motif Opengl Widget Differences. Opengl Widgets and the Widget Class Hierarchy. Opengl Widget Resources. Opengl Widget Advice. A More Involved Widget Example. 4. A Simple Toolkit for Opengl. Introducing GLUT. A Short Example. User Input and Other Callbacks. Menus. More GLUT Functionality. Subwindows. Window Management. Controlling the Cursor Shape. Color Index Mode. Other Input Device Callbacks. State Retrieval. More Menu Management. Font Rendering. Geometric Shape Rendering. Overlay Support. Usage Advice and Hints. Callback Advice. Window Management Advice. Current Window/Menu Management Advice. Miscellaneous Advice. A Substantial GLUT Example. Establishing an Overlay for Rubber-banding. Normal Plane and Overlay Rendering. Spinning and Rubber-banding. Suspending Animation and Pop-up Menus. 5. Exploring Opengl with GLUT. Exploring Lighting with GLUT. The Opengl Lighting Model. Using Opengl's Lighting Model. Example: lightlab.c. Exploring Opengl Texture Mapping with GLUT. Using Textures with Opengl. Fun with Textures. More on Texture Mapping. Example: mjkwarp.c. Exploring Blending Operations with GLUT. Uses for Blending. Antialiasing through Blending. Fog and Atmospheric Effects. Hints. Example: blender.c. Exploring Images and Bitmaps with GLUT. The Pixel Path. Bitmaps. Reading and Copying Pixels. Texturing as the Merging of Geometry and Imagery. Example: splatlogo.c. Exploring Curves and Surfaces with GLUT. Why Curves and Surfaces? Evaluators. The GLU NURBS Routines. More Information. Example: molehill.c. Exploring the Opengl Extensions with GLUT. Opengl Extension Naming. Available Extensions. Extension Interoperability. GLX Extensions. Extensions as Opengl's Future. The Polygon Offset Extension. Example: origami.c. Exploring Open Inventor with GLUT. Procedural versus Descriptive. Open Inventor in Brief. Open Inventor with GLUT. Example: glutduck.c++. 6. Advanced Topics. Revisions to Opengl, GLX, and GLU. Opengl 1.1. GLX 1.1 and GLX 1.2. GLU 1.1 and GLU 1.2. X Input Extension. Querying the Extension. Types of Extension Devices. Querying Supported Devices. Sample Devices. Opening and Selecting Events from a Device. Other X Input Extension Features. An Xlib-based Opengl Example. X Toolkit Support for Extension Events. Motif-based Opengl Examples. Using Overlays. Utility of Overlays. The Server Overlay Visuals Convention. An SOV Programming Interface. Listing Overlay Visuals: sovinfo.c. An Xlib-only Overlay Example. Vendor Support for Overlays. Usage Considerations. Using Overlays with Motif Menus. Portability and Interoperability. Portability Issues. Interoperability Issues. Hardware for Accelerating Opengl. The Graphics Pipeline. A Taxonomy for Graphics Hardware. Rendering Paths. Hardware for Opengl Stages. Display Options. Rasterization. Transforming Geometry. Hardware for Window System Requirements. Graphics Subsystem Bottlenecks. Maximizing Opengl Performance. Pipeline-based Tuning. Reducing Opengl Command Overhead. Minimize Opengl Mode Changes. Improving Transformation Performance. Improving Rasterization Performance. Improving Imaging Performance. Improving Texturing Performance. Constructing Application-specific Benchmarks. Beware of Standard Benchmarks. 7. An Example Application. Running molview. The Molecule Data Structure: molview.h. Data File Reader: mol_file.c. Virtual Trackball: trackball.c. Molecule Renderer: render.c. Picking: pick.c. User Interface Initialization: gui_init.c. User Interface Operation: gui_run.c. Appendix A. Obtaining GLUT, Mesa, and the Book's Opengl Example Code. GLUT and the Book's Example Code. Obtaining Mesa. Appendix B. Functional Description of the GLUT API Initialization. Beginning Event Processing. Window Management. Overlay Management. Menu Management. Callback Registration. Color Index Colormap Management. State Retrieval. Font Rendering. Geometric Object Rendering. Appendix C. GLUT State. Types of State. Global State. Program Controlled State. Fixed System Dependent State. Window State. Basic State. Frame Buffer Capability State. Layer State. Menu State. Glossary. Bibliography. Index. 0201483599T04062001

Robert Simpson - One of the best experts on this subject based on the ideXlab platform.

  • Opengl es 2 0 programmable pipeline
    International Conference on Computer Graphics and Interactive Techniques, 2006
    Co-Authors: Robert Simpson
    Abstract:

    Programmable graphics technology is coming to handheld device much more quickly than it came to desktop devices. With this technology comes the need for an API to expose the programmable functionality contained in the device. Opengl ES and the Opengl Shading Language were the logical starting points, but both required some changes to meet the needs of the mobile media market. Rather than support fixed function and programmability (as done in standard Opengl 2.0), Opengl ES has decided to do away with fixed functionality entirely, and do everything using programmability. This talk describes the key decisions made going from Opengl ES 1.1 to Opengl ES 2.0, as well as the key decisions made going from the Opengl Shading Language in Opengl 2.0 to the ES version of the language

  • SIGGRAPH Courses - Opengl ES 2.0 programmable pipeline
    ACM SIGGRAPH 2006 Courses on - SIGGRAPH '06, 2006
    Co-Authors: Robert Simpson
    Abstract:

    Programmable graphics technology is coming to handheld device much more quickly than it came to desktop devices. With this technology comes the need for an API to expose the programmable functionality contained in the device. Opengl ES and the Opengl Shading Language were the logical starting points, but both required some changes to meet the needs of the mobile media market. Rather than support fixed function and programmability (as done in standard Opengl 2.0), Opengl ES has decided to do away with fixed functionality entirely, and do everything using programmability. This talk describes the key decisions made going from Opengl ES 1.1 to Opengl ES 2.0, as well as the key decisions made going from the Opengl Shading Language in Opengl 2.0 to the ES version of the language