Thesis Details
Engine v GLSL
Creating a graphical application running on a GPU typically involves configuring the GPU, creating and configuring the required objects, and then implementing the application's behavior itself. The aim of this work is to create a tool that would automate this configuration using the OpenGL application interface. As a result, the user would not have to waste time configuring and could quickly create and prototype graphics applications. In addition, the created tool adds new functionality to the application that is not native or supported on the GPU, such as working with a mouse and keyboard.
graphics card, GPU, GPGPU, CPU, OpenGL, Shadertoy, GLSL, C++, shader, program, pipeline, graphics pipeline, compute pipeline, vertex, fragment, preprocessor, VAO, SSBO, buffer, texture, framebuffer, uniform, engine, regex, configuration, automatisation
Kočí Radek, Ing., Ph.D. (DITS FIT BUT), člen
Křivka Zbyněk, Ing., Ph.D. (DIFS FIT BUT), člen
Španěl Michal, Ing., Ph.D. (DCGM FIT BUT), člen
@bachelorsthesis{FITBT24685, author = "Michal \v{S}les\'{a}r", type = "Bachelor's thesis", title = "Engine v GLSL", school = "Brno University of Technology, Faculty of Information Technology", year = 2022, location = "Brno, CZ", language = "czech", url = "https://www.fit.vut.cz/study/thesis/24685/" }