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37. GPU Shading and Rendering


Full-Day, Tuesday, 2 August, 8:30 am - 5:30 pm
Petree Hall D
Level: Intermediate

Real-time programmable shading can now be experienced everywhere from game consoles to the highest-end PCs. This updated course brings together leading researchers from industry and academia to present the foundations of hardware shading, the latest developments, and how shading hardware is increasingly used for non-real-time rendering.

Prerequisites


Working knowledge of a modern real-time graphics API such as OpenGL or Direct3D. Familiarity with the concepts of programmable shading and shading languages.

Intended Audience


Practitioners and software developers using or intending to use graphics hardware for shading.

Organizer


Marc Olano
University of Maryland, Baltimore County

Lecturers


Avi Bleiweiss
ATI Research

Larry Gritz
NVIDIA Corporation

John C. Hart
University of Illinois at Urbana-Champaign

Mark Kilgard
NVIDIA Corporation

Michael McCool
University of Waterloo

Pedro Sander
ATI Research

Schedule



  SHADING TECHNOLOGY
8:30 Introduction/Graphics Architectures

Olano

9:25 Shading Compilers

Bleiweiss

10:15 Break
  SHADING LANGUAGES
10:50 OpenGL Shading Language

Olano

10:55 Cg

Kilgard

11:20 HLSL

Sander

11:45 Shader Metaprogramming With Sh

McCool

12:15 Lunch
  GPU RENDERING
1:45 Rendering Algorithms

Hart

2:35 GPU Production Rendering

Gritz

3:30 Break
  HARDWARE SYSTEMS
3:45 ATI

Shader

4:25 NVIDIA

Kilgard

5:05 Discussion and Questions & Answers

All

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