The following thesis analyses the functionality and programming capabilitiesrnof compute shaders. For this purpose, chapter 2 gives an introductionrnto compute shaders by showing how they work and how they can be programmed. In addition, the interaction of compute shaders and OpenGL 4.3 is shown through two introductory examples. Chapter 3 describes an NBodyrnsimulation that has been implemented in order to show the computational power of compute shaders and the use of shared memory. Then it is shown in chapter 4 how compute shaders can be used for physical simulationsrnand where problems may arise. In chapter 5 a specially conceived and implemented algorithm for detecting lines in images is described and then compared with the Hough transform. Lastly, a final conclusion is drawn in chapter 6.