 |
7. Real-Time Shading
Sunday, Full Day, 8:30 am - 5:30 pm
Room 6 C-F
Level: Advanced
The dream of real-time procedural shading is becoming a common reality. This updated course brings together hardware developers and leading researchers to share the latest developments in shading hardware and to present methods, models, and ideas that apply to a range of shading hardware.
Prerequisites
Working knowledge of a modern real-time graphics API like OpenGL or Direct3D. Familiarity with the concepts of procedural shading and shading languages.
Topics
The latest developments in shading hardware and languages. Models for understanding shading hardware. Advanced techniques for interactive shaders. Reflectance. Pre-evaluating all or parts of a shader and the many uses of texture maps. Inside shading hardware and shading compilers.
Organizer
Marc Olano
University of Maryland, Baltimore County
Lecturers
Kurt Akeley
NVIDIA Corporation
John C. Hart
University of Illinois at Urbana-Champaign
Wolfgang Heidrich
The University of British Columbia
Bill Mark
University of Texas at Austin
Jason L. Mitchell
ATI Research, Inc.
Marc Olano
University of Maryland, Baltimore County
Randi J. Rost
3DLabs
Schedule
| Models for Shading |
| 8:30 |
Introduction
Ignoring Hardware Differences
Olano |
| 9:20 |
OpenGL Shading Language
Rost |
| 9:40 |
Characterizing Hardware Differences
Hart |
| 10:15 |
Break |
| Techniques for Real-Time Shading |
| 10:30 |
Hardware Shading Effects
Sampling Procedural Shaders
Heidrich |
| 11:40 |
Procedural Solid Texturing
Hart |
| 12:15 |
Lunch |
| Shading Systems |
| 1:45 |
3D Labs
Rost |
| 2:20 |
ATI
Mitchell |
| 2:55 |
NVIDIA
Akeley |
| 3:30 |
Break
|
| 3:45 |
3D Graphics Hardware Architecture
Mark |
| 4:25 |
Shading Compilers
Olano |
| 5:05 |
Discussion and Questions and Answers
All |
|
 |
|
|
 |