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Dave Shreiner

dblp:18/6562 · DBLP profile ↗
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8ranked-venue papers
2as first author
1since 2021 · last 2023
0000-0002-9598-5177ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 7 · 2 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
6 papers
Rendering · 98% Visualization and visual analytics · 2%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
real-time rendering
0.822023
An Introduction to Creating Real-Time Interactive Computer Graphic Applications · SIGGRAPH ASIA Courses 2023
An introduction to OpenGL 4.0 programming · SIGGRAPH ASIA (Courses) 2010
Rendering › graphics standards
WebGL
0.722019
An interactive introduction to WEBGL · SIGGRAPH Asia 2019
Application development with webGL · SIGGRAPH ASIA (Courses) 2017
Rendering › GPU rendering
shader-based rendering
0.222017
Modern OpenGL programming · SIGGRAPH Asia Courses 2011
Application development with webGL · SIGGRAPH ASIA (Courses) 2017
Rendering › graphics standards
OpenGL
0.112010
An introduction to OpenGL 4.0 programming · SIGGRAPH ASIA (Courses) 2010
Rendering › shading
per-pixel shading
0.012003
Per-pixel smooth shader level of detail · SIGGRAPH 2003
Rendering › level of detail
shader level-of-detail
0.012003
Per-pixel smooth shader level of detail · SIGGRAPH 2003
Rendering
graphics pipeline
0.012011
Modern OpenGL programming · SIGGRAPH Asia Courses 2011
Visualization and visual analytics
scientific visualization
0.012010
An introduction to OpenGL 4.0 programming · SIGGRAPH ASIA (Courses) 2010

Methods — techniques the papers use, named apart from their topics

WebGL · 1.3OpenGL · 0.2
YearPublicationVenuePosition
2023 An Introduction to Creating Real-Time Interactive Computer Graphic Applications
abstract
The emphasis of this course focuses on the capabilities of the WebGL application programming interface (i.e., programming library, often called an API).
Dave Shreiner
SIGGRAPH ASIA Courses1
2019 An interactive introduction to WEBGL
abstract
Explosion of interest in 3D graphics through a browser
Edward Angel, Dave Shreiner
SIGGRAPH Asia2
2017 Application development with webGL
abstract
course Share on Application development with webGL Authors: Ed Angel University of New Mexico University of New MexicoView Profile , Dave Shreiner Unity, Technologies Unity, TechnologiesView Profile Authors Info & Claims SA '17: SIGGRAPH Asia 2017 CoursesNovember 2017 Article No.: 1Pages 1–81https://doi.org/10.1145/3134472.3134481Published:27 November 2017Publication History 0citation290DownloadsMetricsTotal Citations0Total Downloads290Last 12 Months7Last 6 weeks2 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Edward Angel, Dave Shreiner
SIGGRAPH ASIA (Courses)2
2011 Modern OpenGL programming
abstract
OpenGL is the most widely available library for creating interactive computer graphics applications across all major computer operating systems. Its uses span from creating applications for scientific visualizations to computer-aided design and interactive gaming and entertainment. With each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. OpenGL has undergone numerous updates in recent years which have fundamentally changed how programmers interact with the application programming interface (API), and the skills required for being an effective OpenGL programmer. The most notable of those changes was the introduction of shader-based rendering. Introduced into the API many years ago, shader-based rendering has expanded to subsume almost all functionality in OpenGL. An attendee of the course will be introduced to each of the shader stages in OpenGL, along with methods for specifying data to be used in rendering with OpenGL. While there have been numerous courses on OpenGL in the past, the recent sequence of revisions to the API -- culminating in OpenGL version 4.1 -- have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based OpenGL pipeline, to introducing all of the latest shader stages.
Edward Angel, Dave Shreiner
SIGGRAPH Asia Courses2
2010 An introduction to OpenGL 4.0 programming
abstract
OpenGL is the most widely available library for creating interactive computer graphics applications across all of the major computer operating systems. Its uses range from creating applications for scientific visualizations to computer-aided design, interactive gaming and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware.
Dave Shreiner, Edward Angel
SIGGRAPH ASIA (Courses)1
2008 An interactive introduction to OpenGL and OpenGL ES programming
abstract
OpenGL is a library for doing computer graphics. By using it, you can create interactive applications that render high-quality color images composed of 3D geometric objects and images.
Edward Angel, Dave Shreiner
SIGGRAPH ASIA Courses2
2007 Distance-Ranked Connectivity Compression of Triangle Meshes
abstract
Abstract We present a new, single‐rate method for compressing the connectivity information of a connected 2‐manifold triangle mesh with or without boundary. Traditional compression schemes interleave geometry and connectivity coding, and are thus typically unable to utilize information from vertices (mesh regions) they have not yet processed. With the advent of competitive point cloud compression schemes, it has become feasible to develop separate connectivity encoding schemes that can exploit complete, global vertex position information to improve performance. Our scheme demonstrates the utility of this separation of vertex and connectivity coding. By traversing the mesh edges in a consistent fashion, and using global vertex information, we can predict the position of the vertex that completes the unprocessed triangle attached to a given edge. We then rank the vertices in the neighborhood of this predicted position by their Euclidean distance. The distance rank of the correct closing vertex is stored. Typically, these rank values are small, and the set of rank values thus possesses low entropy and compresses very well. The sequence of rank values is all that is required to represent the mesh connectivity—no special split or merge codes are necessary. Results indicate improvements over traditional valence‐based schemes for more regular triangulations. Highly irregular triangulations or those containing a large number of slivers are not well modelled by our current set of predictors and may yield poorer connectivity compression rates than those provided by the best valence‐based schemes.
Patrick C. Marais, James E. Gain, Dave Shreiner
Comput. Graph. Forum3
2003 Per-pixel smooth shader level of detail
abstract
No abstract available.
Maryann Simmons, Dave Shreiner
SIGGRAPH2