Procedural shading, long valued for off-line rendering and production animation, is just now becoming possible on interactive graphics hardware. This course presented eight approaches, ranging from full procedural shading on advanced specialized hardware to limited, yet still surprisingly flexible shading
on off-the-shelf systems. In a concluding panel session, speakers and attendees discussed the relative merits and pitfalls of several shading methods.
Prerequisites
Working knowledge of a modern graphics
API like OpenGL and familiarity with the concepts of procedural shading.
Topics
How interactive procedural shading can be implemented using advanced programmable hardware, more modest extensions to graphics hardware, or even existing graphics hardware. SIMD rendering hardware, parameterized and procedural solid texturing, texture shaders, advanced environment mapping, and
multi-pass rendering.
Organizer
Marc Olano
SGI
Lecturers
John C. Hart
Washington State University
Wolfgang Heidrich
Max-Planck-Institut für Informatik
Michael McCool
University of Waterloo
Bill Mark
Kekoa Proudfoot
Stanford University
Marc Olano
SGI