USER-CENTERED DESIGN OF GPU-BASED SHADER PROGRAMS

Martin Kraus

Abstract

In the context of game engines with graphical user interfaces, shader programs for GPUs (graphics processing units) are an asset for game development that is often used by artists and game developers without knowledge of shader programming. Thus, it is important that non-programmers are enabled to explore and exploit the full potential of shader programs. To this end, we develop principles and guidelines for the design of usercentered graphical interfaces for shaders. With the help of several examples, we show how the requirements of a user-centered interface design influence the choice of widgets as well as the choice of the underlying shader parameters.

References

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Paper Citation


in Harvard Style

Kraus M. (2012). USER-CENTERED DESIGN OF GPU-BASED SHADER PROGRAMS . In Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2012) ISBN 978-989-8565-02-0, pages 248-253. DOI: 10.5220/0003815902480253


in Bibtex Style

@conference{grapp12,
author={Martin Kraus},
title={USER-CENTERED DESIGN OF GPU-BASED SHADER PROGRAMS},
booktitle={Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2012)},
year={2012},
pages={248-253},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0003815902480253},
isbn={978-989-8565-02-0},
}


in EndNote Style

TY - CONF
JO - Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2012)
TI - USER-CENTERED DESIGN OF GPU-BASED SHADER PROGRAMS
SN - 978-989-8565-02-0
AU - Kraus M.
PY - 2012
SP - 248
EP - 253
DO - 10.5220/0003815902480253