The OpenGL® Shading Language
By John M. Kessenich, D. Baldwin, Randi J. Rost. 2006
310 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/2c1be4c1b69f669306c75a553de09ce725c9e854
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Shuai Che
- Michael Boyer
- Jeremy W. Sheaffer
- Piotr Luszczek
- Kevin Skadron
- Jack J. Dongarra
- David Tarjan
- Jiayuan Meng
Citations in the corpus
- A survey of medical image registration on graphics hardware (2011, methodology): “The OpenGL shading language (GLSL) [13] is the high level shading language for OpenGL [14], HLSL is the equivalent for DirectX [15], whereas the output of a Cg [16] compiler can work with either OpenGL or DirectX.”
- From CUDA to OpenCL: Towards a performance-portable solution for multi-platform GPU programming (2012, background): “The OpenGL Shading language [11] is portable across both GPU hardware and the host OS.”
- Developing serious games for cultural heritage: a state-of-the-art review (2010, methodology): “The advent of pixel shaders means that textures can now be used in more diverse ways to emulate surface detail ( Rost 2006; Watt and Policarpo 2005; Akenine-Mo ¨ller et al. 2008).”
- A performance study of general-purpose applications on graphics processors using CUDA (2008, background): “In recent years, a large body of work has explored how to use GPUs for general purpose computing, sometimes known as iGPGPU.i Before the advent of general purpose languages for GPGPU, GPU implementations could only be achieved using existing 3D-rendering APIs: OpenGL [ 12 ] or DirectX [16].”