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dc.contributor.authorIlinkin, Ivayloen_US
dc.contributor.editorSousa Santos, Beatriz and Domik, Gittaen_US
dc.date.accessioned2021-04-09T18:53:38Z
dc.date.available2021-04-09T18:53:38Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-132-8
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/eged.20211008
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/eged20211008
dc.description.abstractThis paper shares ideas for illustrating GLSL programming based on the classic Marching Cubes algorithm. The algorithm has a number of appealing aspects: it is feasible to implement as one of the components in a computer graphics course, it motivates naturally a number of GLSL concepts and constructs, and leaves the students with a sense of accomplishment having reproduced original research. The paper suggest possible variations and extensions that could form the basis for final group projects.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectComputer graphics
dc.subjectShape modeling
dc.titleMarching Cubes for Teaching GLSL Programmingen_US
dc.description.seriesinformationEurographics 2021 - Education Papers
dc.description.sectionheadersEducation Papers III
dc.identifier.doi10.2312/eged.20211008
dc.identifier.pages57-60


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