SIGGRAPH 2004 - The 31st international conference on computer graphics and interactive techniques
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1. Real-Time Shading
Sunday, Full-Day, 8:30 am - 5:30 pm
West Hall B
Level: Advanced

Real-time procedural shading was once a distant dream. When the first version of this course was offered four years ago, real-time shading was possible, but only with one-of-a-kind hardware or by combining the effects of tens to hundreds of rendering passes. Today, almost every new computer comes with graphics hardware capable of interactively executing shaders of thousands to tens of thousands of instructions.

For SIGGRAPH 2004, the course has been redesigned to address today's real-time shading capabilities and provide more practical information for practitioners. The morning sessions cover the more advanced technical aspects of creating a shading system. Afternoon sessions cover practical details of real-time shading use, including an overview of recently developed algorithms that run well on today's shading hardware, followed by presentations on the latest hardware developments from several leading hardware vendors. The course concludes with a question-and-answer session, where attendees can ask questions of any presenter or suggest topics of discussion.

Prerequisites
Working knowledge of a modern real-time graphics API like OpenGL or Direct3D. Familiarity with the concepts of procedural shading and shading languages.

Intended Audience
Technical practitioners and software developers who use or intend to use real-time shading.

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

Michael McCool
University of Waterloo

Jason L. Mitchell
ATI Research

Marc Olano
University of Maryland, Baltimore County

Randi Rost
3Dlabs, Inc.

Schedule
  Part 1: Shading Technolog
8:30 Inroduction, Ignoring Hardware Differences, Shading Compilers
Olano
9:35 3D Graphics Hardware, Architectures
Akeley
10:15 Break
  Part 2: Shading Language
10:30 Overview
McCool
10:50 OpenGL Shading Language
Rost
11:10 HLSL
Mitchell
11:30 Shader Metaprogramming with SH
McCool
11:50 Sampling Procedural Shaders
Heidrich
12:15 Lunch
  Part 3: Shading Techniques
1:45 Procedural Solid Texturing
Hart
2:20 Hardware Shading Effects
Heidrich
2:55 Using GPUs for Computation
Hart
3:30 Break
  Part 3: Shading Systems
3:45 3DLabs
Rost
4:10 ATI
Mitchell
4:35 NVIDIA
Akeley
5 Wrap-up - Discussion and Questions and Answers
All

 
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