Readme: Short Explanation of each Program


1- runtime_ogl_vertex_fragment
Simple Vertex / Fragement Shader
Good starting point for HW2 Problems 1 and 2

2- color_sphere
A simple Red Sphere

3-green_sphere
Simple green sphere

4-normal_vertex_sphere
Uses a Vertex Shader to shade the normals of the Sphere

5-plastic_color_shape_fragment_sphere
Plastic color Fragment program

6-plastic_fragment_sphere
Plastic color Fragment Program (no shape changes)

7-DEMO1
Takes a square and uses a simple fragment program to
change half its color to red. Cannot get too much
simplier to start...

8-DEMO2
This introductory tutorial teaches five essential GPGPU concepts through the example
application of a real-time edge detection filter.
1. Texture = Array
2. Fragment Program = Computational Kernel
3. One-to-one Pixel-to-Texel Mapping
4. Viewport-Sized Quad = Data Stream Generator
5. Copy To Texture = feedback

9-DEMO3
The goal of this tutorial is to explain the background and all
necessary steps that are required to implement a simple linear
algebra operator on the GPU: saxpy() as known from the BLAS
library. For two vectors x and y of length N and a scalar
value alpha, we want to compute a scaled vector-vector
addition: y = y + alpha * x. The saxpy() operation
requires almost no background in linear algebra,
and serves well to illustrate all entry-level
GPGPU concepts. The techniques and implementation
details introduced in this tutorial can easily be
extended to more complex calculations on GPUs.