“GPU Shading and Rendering” by Blythe, Gritz, Kilgard, McCool, Pellacini, et al. …

  • ©David Blythe, Larry Gritz, Mark J. Kilgard, Michael McCool, Fabio Pellacini, and Thorsten Scheuermann

Conference:


Type:


Entry Number: 03

Title:

    GPU Shading and Rendering

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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
    Technical practitioners and software developers who use or intending to use graphics hardware for shading.

    Description
    Programmable graphics hardware has found its way into almost every PC and game console sold today. This course features the latest exciting developments in shading hardware, a practical comparison of shading languages, and a glimpse of hardware shading returning to its production rendering roots.

     


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