“Beyond Programmable Shading I” by Lefohn, Houston, Luebke, Fatahalian, Foley, et al. …

  • ©Aaron E. Lefohn, Michael (Mike) Houston, David P. Luebke, Kayvon Fatahalian, Tim Foley, Johan Andersson, Chas Boyd, Luca Fascione, Jonathan Ragan-Kelley, and Kurt Akeley


Abstract:


    Prerequisites
    Attendees are expected to have experience with a modern graphics API (OpenGL or Direct3D), including basic experience with shaders, textures, and framebuffers and/or background with parallel programming languages. Some background with parallel programming on CPUs or GPUs is useful but not required as an overview of will be provided in the course.

    Level of difficulty Intermediate / Advanced  

    Who Should Attend
    We are targeting researchers and engineers interested in investigating advanced graphics techniques using parallel programming techniques on GPUs and multi-core architectures, as well as graphics and game developers interested in integrating these techniques into their applications.

    Description
    There are strong indications that the future of interactive graphics programming is a model more flexible than today’s OpenGL/Direct3D pipelines. As such, graphics developers need to have a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive rendering pipeline. In this course, leaders from graphics hardware vendors, game development, and academia introduce the trends and directions of this emerging field, parallel graphics architectures, parallel programming models for graphics, discuss the use of these new capabilities in game rendering engines and academic research to boost image quality by creating new real-time rendering pipelines and graphics algorithm.

     


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