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OpenGL ES 3.0 Programming Guide - Dan Ginsburg, Budirijanto Purnomo, Dave Sheriner, Aaftab Munshi, Addison–Wesley, March 2014.
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OpenCL Programming Guide - Aaftab Munshi, Benedict Gaster, Timothy Mattson, James Fung, Dan Ginsburg, Addison–Wesley, July 2011.
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OpenGL Shading Language (3rd Edition) - Randi J. Rost, Bill Licea-Kane, Dan Ginsburg, John M. Kessenich, Barthold Lichtenbelt, Hugh Malan, Mike Weiblen, Addison-Wesley Professional, August 2009.
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OpenGL ES 2.0 Programming Guide - Aaftab Munshi, Dan Ginsburg, Dave Shreiner. Addison-Wesley Professional, August 2008.
Book Website
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Developing a 3D Engine for OpenGL and OpenGL ES 2.0, Dan Ginsburg
in ShaderX5, Wolfgang
Engel editor, Charles River Media 2006. |
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Dynamic Per-Pixel
Lighting Techniques, Dan Ginsburg and Dave Gosselin, in Game Programming Gems 2,
Mark DeLoura editor, Charles River Media 2001.
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Octree Construction, Dan Ginsburg in Game Programming Gems,
Mark DeLoura editor, Charles River Media 2000.
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Congote, J., Novo, E., Kabongo, L., Ginsburg, D., Gerhard, S., Pienaar, R., Ruiz, O. "Real-time Volume
Rendering and Tractography Visualization on the Web". 20th WSCG International Conference on Computer Graphics, Visualization and Computer Vision
2012.
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Ginsburg D., Congote J., Gerhard S., Pienaar R. Realtime Visualization of the Connectome in the Browser using WebGL. Poster
at Neuroinformatics 2011. [PDF]
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Ginsburg D., Pienaar R. CHRIS: A Web-Based System for Collecting, Analyzing, and Interacting with
NeuroImaging Data. Poster at Human Brain Mapping 2011.
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Pienaar R., Ginsburg D., Grant PE. Using Curvature Weighted Meshes in a Dijkstra-based Similarity
Measure for FreeSurfer Surfaces. Poster at Human Brain Mapping 2011.
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Ginsburg D, Backer D. ATI Imageon 238x Rooms Demo: Technical Whitepaper.
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Game Developers Conference: "What's New in Vulkan" (San Francisco, 2018) "Practical Development for Vulkan" (San Francisco, 2015), “OpenGL ES 2.0: Start Developing Now” (San Francisco, 2007), “OpenGL ES – Tutorial Day”, Organizer and Speaker (San Jose, 2006), “OpenGL ES 2.0: Shaders Go Mobile” (Mobile Conference, San Jose, 2006), “Ruby: Dangerous Curves Effects Breakdown” (San Francisco, 2005).
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SIGGRAPH: "An Overview of Next-Generation Graphics APIs", (SIGGRAPH 2015), “Advanced Rendering Techniques with OpenGL ES v1.1+”, (Khronos Tech Talk, Boston, 2006).
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Steam Dev Days: "Vulkan Graphics Panel" (Seattle, 2016), “Brining Your Games To OpenGL” (Seattle, 2014).
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Austin Game Conference: “Demo Team Secrets: The Next Generation” (Austin, 2005).
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Khronos Developer University: “Harnessing the Power of OpenGL ES Hardware Acceleration” (Austin,
2005), “Advanced OpenGL ES Rendering” (San Francsico, 2005).
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ATI Developer Day: “OpenGL ES 2.0: Technical Overview” (San Francisco, 2005).
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WPI CS Colloquium: “Inside ATI’s Real-time 3D Graphics Demos”. Co-presentor, (Worcester, MA, 2005)
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