36: Real-Time Shading Languages



Monday, Full Day
8:30 am – 5:15 pm
Ballroom C3

Not long ago, real-time procedural shading languages were a fantasy. Now they are not just a reality, they have been achieved through several approaches. In this course, leading researchers present the strengths and weaknesses of their methods and offer a glimpse of the future.

Prerequisites
Working knowledge of a modern real-time graphics API like OpenGL. Familiarity with the concepts of procedural shading and shading languages.

Topics
How interactive procedural shading languages can be implemented using advanced programmable hardware, using more modest extensions to graphics hardware, or even with existing graphics hardware. SIMD rendering hardware, parameterized and procedural solid texturing, hardware extensions, and multi-pass rendering.

Organizer
Marc Olano
SGI


Lecturers
John C. Hart
University of Illinois at Urbana-Champaign

Wolfgang Heidrich
The University of British Columbia

Bill Mark
NVIDIA Corporation

Marc Olano
SGI

Ken Perlin
New York University


Schedule


8:30 Introduction
Olano
8:50 Noise
Perlin
9:30 Hardware shading effects
Heidrich
10:15 Break
10:30 In the beginning: the Pixel Stream Editor
Perlin
11:00 PixelFlow Shading
Olano
11:40 Procedural Solid Texturing
Hart
12:15 Lunch
1:30 Shading through multi-pass rendering
Olano
2:05 Single Pass and Multiple Complex Pass Shading
Mark
2:45 Sampling Procedural Shaders
Heidrich
3:15 Break
3:30 Multi-pass RenderMan
Olano
4:10 Analysis of Shading Pipelines
Hart
4:45 Panel-Style Questions and Answers
All




Additional information from SIGGRAPH 2002 Courses is available in the Course Notes
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