“GPU Shading and Rendering” by Bleiweiss, Gritz, Hart, Kilgard, McCool, et al. …

  • ©Avi Bleiweiss, Larry Gritz, John C. Hart, Mark J. Kilgard, Michael McCool, and Pedro Sander

Conference:


Entry Number: 37

Title:

    GPU Shading and Rendering

Course Organizer(s):



Presenter(s):



Abstract:


    Prerequisites
    Working knowledge of a modern real-time graphics API such as OpenGL or Direct3D. Familiarity with the concepts of programmable shading and shading languages.

    Intended Audience
    Practitioners and software developers using or intending to use graphics hardware for shading.

    Description
    Real-time programmable shading can now be experienced everywhere from game consoles to the highest-end PCs. This updated course brings together leading researchers from industry and academia to present the foundations of hardware shading, the latest developments, and how shading hardware is increasingly used for non-real-time rendering.

     


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