“Parallel Computing for Graphics: Beyond Programmable Shading” by Yang, Hensley, Foley, Lastra, Patney, et al. …
Conference:
Type(s):
Title:
- Parallel Computing for Graphics: Beyond Programmable Shading
Presenter(s)/Author(s):
Abstract:
This course provides an introduction to parallel-programming architectures and environments for interactive graphics and demonstrates how to combine traditional rendering API with advanced parallel computation.
There are strong indications that the future of interactive graphics involves a more flexible programming model than today’s OpenGL/Direct3D pipelines. That means that graphics developers will need a basic understanding of how to combine emerging parallel-programming techniques with the traditional interactive rendering pipeline. The first half of the course introduces several parallel graphics architectures, programming environments, and the new types of graphics algorithms that will be possible. The second half presents case studies of how game developers, researchers, and graphics hardware vendors combine traditional rendering API techniques with advanced parallel computation. Each case study includes a live demo and discusses the mix of parallel-programming constructs used, details of the graphics algorithm, and how the rendering pipeline and computation interact to achieve the technical goals.
Additional Information:
Prerequisites
Knowledge of general purpose programming languages.
Intended Audience
Developers interested in general purpose computing on the GPU.