Conference 5–9 August 2012
Exhibition 7–9 August 2012
Los Angeles Convention Center

GPU Shaders for OpenGL 4.x

Los Angeles Convention Center, Room 408B

Shader programming has become an indispensable part of graphics application development, but learning to program shaders is difficult, and understanding the effect of shader parameters is even more challenging. This course presents shader development from an interactive standpoint.

Topics include vertex, fragment, geometry, and tessellation shaders; shader-specific theory; the GLSL 4.x shader language; the graphics pipeline; which features are exposed in shaders; and how shaders fit into pipeline operations. Examples of each class of shaders are introduced and used to discuss details of shader concepts. Though many attendees will not yet have compatible hardware for the recently released OpenGL 4.x and GLSL 4.x specifications, the course explains their new features and functions. Attendees receive free copies of glman, which makes learning shaders easier by speeding the experimental cycle.

COURSE SCHEDULE

2 pm
Welcome and Overview

2:05 pm
Review of the Graphics Pipeline

2:15 pm
Basic Shader Concepts

2:30 pm
Transformations

2:45 pm
Introduction to GLSL

3 pm
GLSL Variables

3:30 pm
Vertex Shaders

3:45 pm
Break

4 pm
Fragment Shaders

4:15 pm
Image Manipulation

4:30 pm
Textures

4:45 pm
Noise

5 pm
Geometry and Tessellation Shaders

Level

Intermediate

Prerequisites

Some knowledge of graphics programming and OpenGL. This prerequisite can be fulfilled by completing the course titled Introduction to Modern OpenGL on Monday.

Intended Audience

Graphics software developers who need to write shader code and faculty members who need to teach it.

Instructor(s)

Mike Bailey
Oregon State University