We introduce a new software tool called ShaderBase that facilitates using, sharing, and curating GLSL shaders in computational design, interactive arts, and data visualization. This tool is part of the Processing programming environment, an open-source project widely used for teaching and production in the context of media arts and design. Shaders are a crucial component in the development of large-scale data visualizations, interactive installations, real-time rendering tools, videogames, virtual reality applications, etc. However, their use requires advanced shader programming skills, and the creation of new shader-based effects demands a deep understanding of the graphics pipeline in modern Graphics Processing Units (GPUs). ShaderBase uniquely addresses these issues by allowing Processing users to easily upload and share shaders via an underlying Git repository. ShaderBase operates in close integration with Processing's interface, so that users can incorporate shaders into their programs with minimal effort. Furthermore, the shaders indexed in ShaderBase take advantage of Processing's drawing API, and incentives the use of shaders among artists and designers who might not be able to do so otherwise.
The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters 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 OpenGL 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.
By means of experimental, geometric and simulation models, roughness values of third and fourth order deviations are determined. The simulation environment is developed from the integration and simulated verification (ISV) in software NX 11 and the geometric approximations are validated through the analysis confocal microscopy.An experiment design is carried out to determine the influence of the dynamic geometric factors: transverse feed (Ae), lead angle and tilt angle, with a flat end milling tool with 1 mm diameter. In the experiment a 3k factorial model is presented to specify the factor with the greatest influence on the roughness. As a result, an optimum (minimum) roughness value is obtained. The lead angle has a moderate influence. Fourth order deviations are associated with the feed per tooth, with a constant angular speed of 5,000 rpm
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