Shader Programming for Computational Arts and Design - A Comparison between Creative Coding Frameworks
Autor: | Andrés Colubri, Andrés Felipe Gomez, Jean Pierre Charalambos |
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Rok vydání: | 2016 |
Předmět: |
0301 basic medicine
Fixed-function Application programming interface Computer science Programming language OpenGL Processing computer.software_genre 01 natural sciences Pipeline (software) HLSL2GLSL 03 medical and health sciences 030104 developmental biology 0103 physical sciences Shading language 010306 general physics Shader computer computer.programming_language |
Zdroj: | VISIGRAPP (1: GRAPP) |
DOI: | 10.5220/0005678301610168 |
Popis: | We describe an Application Program Interface (API) that facilitates the use of GLSL shaders in computational design, interactive arts, and data visualization. This API was first introduced in the version 2.0 of Processing, a programming language and environment widely used for teaching and production in the context of media arts and design, and has been recently completed in the 3.0 release. It aims to incorporate low-level shading programming into code-based design, by integrating traditional models of graphics programming with more expressive approaches afforded by the OpenGL pipeline on modern GPUs. We contrast Processing's shader API with similar interfaces available in other frameworks used in computational arts and design, in order to better understand its advantages and shortcomings. |
Databáze: | OpenAIRE |
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