Publication:

Shader programming for computational arts and design: A comparison between creative coding frameworks

Loading...
Thumbnail Image

Date

2016

Published Version

Journal Title

Journal ISSN

Volume Title

Publisher

SCITEPRESS - Science and Technology Publications
The Harvard community has made this article openly available. Please share how this access benefits you.

Research Projects

Organizational Units

Journal Issue

Citation

Gomez, Andres Felipe, Andres Colubri, Jean Pierre Charalambos. 2016. Shader programming for computational srts and design: A comparison between creative coding frameworks. In Proceedings of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications 1:161-168.

Abstract

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 penGL 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.

Description

Other Available Sources

Research Data

Keywords

shader programming, GLSL, processing language, interactive arts, computational design, data visualization

Terms of Use

This article is made available under the terms and conditions applicable to Other Posted Material (LAA), as set forth at Terms of Service

Endorsement

Review

Supplemented By

Related Stories