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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 |
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