 |
 |
 |
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
|
|
 |
|
|