“Beyond Programmable Shading: In Action” by Lefohn, Houston, Luebke, Olick and Pellacini

  • ©Aaron E. Lefohn, Michael (Mike) Houston, David Luebke, Jon Olick, and Fabio Pellacini

Conference:


Entry Number: 07

Title:

    Beyond Programmable Shading: In Action

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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 will be provided in the course. Attendees are strongly encouraged to attend the first course in this series, “Beyond Programmable Shading: Fundamentals.”

    Level of Difficulty
    Advanced   

    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 second course in a series will demonstrate case studies of combining traditional rendering API usage with advanced parallel computation from game developers, researchers, and graphics hardware vendors. 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. 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. 

     

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