“Beyond Programmable Shading: Fundamentals” by Lefohn, Houston, Boyd, Fatahalian, Forsyth, et al. …

  • ©Aaron E. Lefohn, Michael (Mike) Houston, Chas Boyd, Kayvon Fatahalian, Tom Forsyth, David P. Luebke, and John D. Owens



Entry Number: 06


    Beyond Programmable Shading: Fundamentals

Course Organizer(s):



    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 will be provided in the course.

    Level of Difficulty

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

    Course Description
    This first course in a series gives an introduction to parallel programming architectures and environments for interactive graphics. There are strong indications that the future of interactive graphics involves a programming 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 with the traditional interactive rendering pipeline. This course gives an introduction to several parallel graphics architectures, programming environments, and an introduction to the new types of graphics algorithms that will be possible. 


Overview Page: