Slang: Language Mechanisms for Extensible Real-Time Shading Systems
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GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
009NAG – September 2012
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 6 BORDERLANDS 2 COMPETITION Stuff you can’t buy anywhere! PC / PLAYSTATION / XBOX / NINTENDO PREVIEWS Sleeping Dogs Beyond: Two Souls Pikmin 3 Injustice: Gods among Us ENEMY UNKNOWN Is that a plasma rifl e in your pocket, or are you just happy to see me? ULTIMATE GAMING LOUNGE What your lounge should look like Contents Editor Michael “RedTide“ James Regulars [email protected] 10 Ed’s Note Assistant editor 12 Inbox Geoff “GeometriX“ Burrows 16 Bytes Staff writer Dane “Barkskin “ Remendes Opinion 16 I, Gamer Contributing editor Lauren “Guardi3n “ Das Neves 18 The Game Stalkerer 20 The Indie Investigatorgator Technical writer 22 Miktar’s Meanderingsrings Neo “ShockG“ Sibeko 83 Hardwired 98 Game Over Features International correspondent Miktar “Miktar” Dracon 30 TOPTOP 8 HOLYHOLY SH*TSH*T MOMENTS IN GAMING Contributors Previews Throughout gaming’s relatively short history, we’ve Rodain “Nandrew” Joubert 44 Sleeping Dogs been treated to a number of moments that very nearly Walt “Ramjet” Pretorius 46 Injustice: Gods Among Us made our minds explode out the back of our heads. Miklós “Mikit0707 “ Szecsei Find out what those are. Pippa “UnexpectedGirl” Tshabalala 48 Beyond: Two Souls Tarryn “Azimuth “ Van Der Byl 50 Pikmin 3 Adam “Madman” Liebman 52 The Cave 32 THE ULTIMATE GAMING LOUNGE Tired of your boring, traditional lounge fi lled with Art director boring, traditional lounge stuff ? Then read this! Chris “SAVAGE“ Savides Reviews Photography 60 Reviews: Introduction 36 READER U Chris “SAVAGE“ Savides The results of our recent reader survey have been 61 Short Reviews: Dreamstime.com tallied and weighed by humans better at mathematics Fotolia.com Death Rally / Deadlight and number-y stuff than we pretend to be! We’d like 62 The Secret World to share some of the less top-secret results with you. -
Opengl Shading Languag 2Nd Edition (Orange Book)
OpenGL® Shading Language, Second Edition By Randi J. Rost ............................................... Publisher: Addison Wesley Professional Pub Date: January 25, 2006 Print ISBN-10: 0-321-33489-2 Print ISBN-13: 978-0-321-33489-3 Pages: 800 Table of Contents | Index "As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more." David Tommeraasen, CEO/Programmer, Plasma Software "This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, and good additional coverage of 2.0 changes!" Jeffery Galinovsky, Director of Emerging Market Platform Development, Intel Corporation "The coverage in this new edition of the book is pitched just right to help many new shader- writers get started, but with enough deep information for the 'old hands.'" Marc Olano, Assistant Professor, University of Maryland "This is a really great book on GLSLwell written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and all in all, this book makes an excellent tutorial as well as a reference." John Carey, Chief Technology Officer, C.O.R.E. -
Opengl 4.0 Shading Language Cookbook
OpenGL 4.0 Shading Language Cookbook Over 60 highly focused, practical recipes to maximize your use of the OpenGL Shading Language David Wolff BIRMINGHAM - MUMBAI OpenGL 4.0 Shading Language Cookbook Copyright © 2011 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: July 2011 Production Reference: 1180711 Published by Packt Publishing Ltd. 32 Lincoln Road Olton Birmingham, B27 6PA, UK. ISBN 978-1-849514-76-7 www.packtpub.com Cover Image by Fillipo ([email protected]) Credits Author Project Coordinator David Wolff Srimoyee Ghoshal Reviewers Proofreader Martin Christen Bernadette Watkins Nicolas Delalondre Indexer Markus Pabst Hemangini Bari Brandon Whitley Graphics Acquisition Editor Nilesh Mohite Usha Iyer Valentina J. D’silva Development Editor Production Coordinators Chris Rodrigues Kruthika Bangera Technical Editors Adline Swetha Jesuthas Kavita Iyer Cover Work Azharuddin Sheikh Kruthika Bangera Copy Editor Neha Shetty About the Author David Wolff is an associate professor in the Computer Science and Computer Engineering Department at Pacific Lutheran University (PLU). -
Graphics Shaders Mike Hergaarden January 2011, VU Amsterdam
Graphics shaders Mike Hergaarden January 2011, VU Amsterdam [Source: http://unity3d.com/support/documentation/Manual/Materials.html] Abstract Shaders are the key to finalizing any image rendering, be it computer games, images or movies. Shaders have greatly improved the output of computer generated media; from photo-realistic computer generated humans to more vivid cartoon movies. Furthermore shaders paved the way to general-purpose computation on GPU (GPGPU). This paper introduces shaders by discussing the theory and practice. Introduction A shader is a piece of code that is executed on the Graphics Processing Unit (GPU), usually found on a graphics card, to manipulate an image before it is drawn to the screen. Shaders allow for various kinds of rendering effect, ranging from adding an X-Ray view to adding cartoony outlines to rendering output. The history of shaders starts at LucasFilm in the early 1980’s. LucasFilm hired graphics programmers to computerize the special effects industry [1]. This proved a success for the film/ rendering industry, especially at Pixars Toy Story movie launch in 1995. RenderMan introduced the notion of Shaders; “The Renderman Shading Language allows material definitions of surfaces to be described in not only a simple manner, but also highly complex and custom manner using a C like language. Using this method as opposed to a pre-defined set of materials allows for complex procedural textures, new shading models and programmable lighting. Another thing that sets the renderers based on the RISpec apart from many other renderers, is the ability to output arbitrary variables as an image—surface normals, separate lighting passes and pretty much anything else can be output from the renderer in one pass.” [1] The term shader was first only used to refer to “pixel shaders”, but soon enough new uses of shaders such as vertex and geometry shaders were introduced, making the term shaders more general. -
Create an Endless Running Game in Unity
Zhang Yancan Create an Endless Running Game in Unity Bachelor’s Thesis Information Technology May 2016 DESCRIPTION Date of the bachelor's thesis 2/Dec/2016 Author(s) Degree programme and option Zhang Yancan Information Technology Name of the bachelor's thesis Create an Endless Running Game in Unity The fundamental purpose of the study is to explore how to create a game with Unity3D game engine. Another aim is to get familiar with the basic processes of making a game. By the end of the study, all the research objectives were achieved. In this study, the researcher firstly studied the theoretical frameworks of game engine and mainly focused on the Unity3D game engine. Then the theoretical knowledge was applied into practice. The project conducted during the research is to generate an endless running game, which allows the players getting points by keep moving on the ground and colleting coins that appeared during the game. In addition, the players need to dodge the enemies and pay attention to the gaps emerged on the ground. The outcomes of the study have accomplished the research purposes. The game created is able to function well during the gameplay as the researcher expected. All functions have displayed in game. Subject headings, (keywords) Unity3D, Endless running game, C# Pages Language URN 34 English Remarks, notes on appendices Tutor Bachelor’s thesis assigned by Mikkeli University of Applied Sciences (change Reijo Vuohelainen to a company name, if applicable) CONTENTS 1 INTRODUCTION................................................................................................ 1 2 THEORETICAL OF BACKGROUND GAME DESIGN .................................. 2 2.1 Game strategy design .................................................................................. 2 2.2 Game balance ............................................................................................. -
Experiments on Flow and Learning in Games : Creating Services to Support Efficient Serious Games Development
Experiments on flow and learning in games : creating services to support efficient serious games development Citation for published version (APA): Pranantha Dolar, D. (2015). Experiments on flow and learning in games : creating services to support efficient serious games development. Technische Universiteit Eindhoven. https://doi.org/10.6100/IR783192 DOI: 10.6100/IR783192 Document status and date: Published: 01/01/2015 Document Version: Publisher’s PDF, also known as Version of Record (includes final page, issue and volume numbers) Please check the document version of this publication: • A submitted manuscript is the version of the article upon submission and before peer-review. There can be important differences between the submitted version and the official published version of record. People interested in the research are advised to contact the author for the final version of the publication, or visit the DOI to the publisher's website. • The final author version and the galley proof are versions of the publication after peer review. • The final published version features the final layout of the paper including the volume, issue and page numbers. Link to publication General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal. -
From a Programmable Pipeline to an Efficient Stream Processor
Computation on GPUs: From a Programmable Pipeline to an Efficient Stream Processor João Luiz Dihl Comba 1 Carlos A. Dietrich1 Christian A. Pagot1 Carlos E. Scheidegger1 Resumo: O recente desenvolvimento de hardware gráfico apresenta uma mu- dança na implementação do pipeline gráfico, de um conjunto fixo de funções, para programas especiais desenvolvidos pelo usuário que são executados para cada vértice ou fragmento. Esta programabilidade permite implementações de diversos algoritmos diretamente no hardware gráfico. Neste tutorial serão apresentados as principais técnicas relacionadas a implementação de algoritmos desta forma. Serão usados exemplos baseados em artigos recentemente publicados. Através da revisão e análise da contribuição dos mesmos, iremos explicar as estratégias por trás do desenvolvimento de algoritmos desta forma, formando uma base que permita ao leitor criar seus próprios algoritmos. Palavras-chave: Hardware Gráfico Programável, GPU, Pipeline Gráfico Abstract: The recent development of graphics hardware is presenting a change in the implementation of the graphics pipeline, from a fixed set of functions, to user- developed special programs to be executed on a per-vertex or per-fragment basis. This programmability allows the efficient implementation of different algorithms directly on the graphics hardware. In this tutorial we will present the main techniques that are involved in implementing algorithms in this fashion. We use several test cases based on recently published pa- pers. By reviewing and analyzing their contribution, we explain the reasoning behind the development of the algorithms, establishing a common ground that allow readers to create their own novel algorithms. Keywords: Programmable Graphics Hardware, GPU, Graphics Pipeline 1UFRGS, Instituto de Informática, Caixa Postal 15064, 91501-970 Porto Alegre/RS, Brasil e-mail: {comba, cadietrich, capagot, carlossch}@inf.ufrgs.br Este trabalho foi parcialmente financiado pela CAPES, CNPq e FAPERGS. -
Game Engines
Game Engines Martin Samuelčík VIS GRAVIS, s.r.o. [email protected] http://www.sccg.sk/~samuelcik Game Engine • Software framework (set of tools, API) • Creation of video games, interactive presentations, simulations, … (2D, 3D) • Combining assets (models, sprites, textures, sounds, …) and programs, scripts • Rapid-development tools (IDE, editors) vs coding everything • Deployment on many platforms – Win, Linux, Mac, Android, iOS, Web, Playstation, XBOX, … Game Engines 2 Martin Samuelčík Game Engine Assets Modeling, scripting, compiling Running compiled assets + scripts + engine Game Engines 3 Martin Samuelčík Game Engine • Rendering engine • Scripting engine • User input engine • Audio engine • Networking engine • AI engine • Scene engine Game Engines 4 Martin Samuelčík Rendering Engine • Creating final picture on screen • Many methods: rasterization, ray-tracing,.. • For interactive application, rendering of one picture < 33ms = 30 FPS • Usually based on low level APIs – GDI, SDL, OpenGL, DirectX, … • Accelerated using hardware • Graphics User Interface, HUD Game Engines 5 Martin Samuelčík Scripting Engine • Adding logic to objects in scene • Controlling animations, behaviors, artificial intelligence, state changes, graphics effects, GUI, audio execution, … • Languages: C, C++, C#, Java, JavaScript, Python, Lua, … • Central control of script executions – game consoles Game Engines 6 Martin Samuelčík User input Engine • Detecting input from devices • Detecting actions or gestures • Mouse, keyboard, multitouch display, gamepads, Kinect -
The Opengl ES Shading Language
The OpenGL ES® Shading Language Language Version: 3.20 Document Revision: 12 246 JuneAugust 2015 Editor: Robert J. Simpson, Qualcomm OpenGL GLSL editor: John Kessenich, LunarG GLSL version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost 1 Copyright (c) 2013-2015 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
3D Graphics Technologies for Web Applications an Evaluation from the Perspective of a Real World Application
Institutionen för systemteknik Department of Electrical Engineering Examensarbete 3D Graphics Technologies for Web Applications An Evaluation from the Perspective of a Real World Application Master thesis performed in information coding by Klara Waern´er LiTH-ISY-EX--12/4562--SE Link¨oping 2012-06-19 Department of Electrical Engineering Linköpings tekniska högskola Linköpings universitet Linköpings universitet SE-581 83 Linköping, Sweden 581 83 Linköping 3D Graphics Technologies for Web Applications An Evaluation from the Perspective of a Real World Application Master thesis in information coding at Link¨oping Institute of Technology by Klara Waern´er LiTH-ISY-EX--12/4562--SE Supervisors: Fredrik Bennet SICK IVP AB Jens Ogniewski ISY, Link¨opingUniversity Examiner: Ingemar Ragnemalm ISY, Link¨opingUniversity Link¨oping2012-06-19 Presentation Date Department and Division 2012-05-31 Department of Electrical Engineering Publishing Date (Electronic version) 2012-06-19 Language Type of Publication ISBN (Licentiate thesis) X English Licentiate thesis ISRN: LiTH-ISY-EX--12/4562--SE Other (specify below) X Degree thesis Thesis C-level Title of series (Licentiate thesis) Thesis D-level Report Number of Pages Other (specify below) Series number/ISSN (Licentiate thesis) 90 URL, Electronic Version http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78726 Publication Title 3D Graphics Technologies for Web Applications: An Evaluation from the Perspective of a Real World Application Publication Title (Swedish) Tekniker för 3D-grafik i webbapplikationer: En utvärdering sedd utifrån en riktig applikations perspektiv Author(s) Klara Waernér Abstract Web applications are becoming increasingly sophisticated and functionality that was once exclusive to regular desktop applications can now be found in web applications as well. -
"Shader Metaprogramming"
An Embedded Shading Language by Zheng Qin A thesis presented to the University of Waterloo in fulfilment of the thesis requirement for the degree of Master of Mathematics in Computer Science Waterloo, Ontario, Canada, 2004 c Zheng Qin 2004 Author’s Declaration for Electronic Submission of a Thesis I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. ii Abstract Modern graphics accelerators have embedded programmable components in the form of vertex and fragment shading units. Current APIs permit specification of the programs for these components using an assembly-language level interface. Compilers for high-level shading languages are available but these read in an exter- nal string specification, which can be inconvenient. It is possible, using standard C++, to define an embedded high-level shading language. Such a language can be nearly indistinguishable from a special-purpose shading language, yet permits more direct interaction with the specification of textures and parameters, simplifies implementation, and enables on-the-fly gener- ation, manipulation, and specification of shader programs. An embedded shading language also permits the lifting of C++ host language type, modularity, and scop- ing constructs into the shading language without any additional implementation effort. iii Acknowledgements I would like to thank my supervisor Michael D. McCool for his help throughout my study in Waterloo. I was always very excited by his continuous stream of new ideas. It was my great pleasure to study under his supervision.