“Beyond Programmable Shading I” by Houston, Lefohn, Koduri, Ragan-Kelley, Laine, et al. …

  • ©Michael (Mike) Houston, Aaron E. Lefohn, Raja Koduri, Jonathan Ragan-Kelley, Samuli Laine, Jacopo Pantaleoni, Peter-Pike Sloan, and Matt Pharr


Abstract:


    Prerequisites
    Experience with a modern graphics API (OpenGL or Direct3D), including basic experience with shaders, textures, and frame buffers, and/or background in parallel programming languages. Some experience with parallel programming on CPUs or GPUs is useful but not required.  

    Intended Audience
    Researchers and engineers who are interested in advanced graphics techniques that use parallel programming techniques on GPUs and multi-core architectures. Graphics and game developers who are interested in integrating these techniques into their applications.  

    Description
    There are strong indications that the future of interactive graphics programming is a more flexible model than today’s OpenGL/Direct3D pipelines. 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.

    As the first in a series, this course introduces trends and directions in this emerging field: parallel graphics architectures, parallel programming models for graphics, and how game developers are investigating the use of these new capabilities in future rendering engines.    

Overview Page:



Type: