Beyond Programmable Shading I
Tuesday, 9 August 9:00 am - 12:15 pm | West Building, Rooms 211-214
There are strong indications that the future of interactive graphics programming is a more flexible model than today’s OpenGL/Direct3D pipelines. Graphics developers need to have a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive-rendering pipeline.
As the first in a series, this course introduces trends and directions in this emerging field: parallel graphics architectures, parallel programming models for graphics, and how game developers are investigating the use of these new capabilities in future rendering engines.
COURSE SCHEDULE
9 am
Introduction
Lefohn
9:20 am
Research in Games
Sloan
9:45 am
The "Power" of 3D Rendering
Koduri
10:15 am
Real-Time Rendering Architectures
Houston
10:45 am
Scheduling the Graphics Pipeline
Ragan-Kelley
11:15 am
Parallel Programming for Real-Time Graphics
Lefohn
11:35 am
High Performance Graphics on the CPU With ISPC
Pharr
11:45 am
Software Rasterization on GPUs
Laine & Pantaleoni
Level
Intermediate
Prerequisites
Experience with a modern graphics API (OpenGL or Direct3D), including basic experience with shaders, textures, and frame buffers, and/or background in parallel programming languages. Some experience with parallel programming on CPUs or GPUs is useful but not required.
Intended Audience
Researchers and engineers who are interested in advanced graphics techniques that use parallel programming techniques on GPUs and multi-core architectures. Graphics and game developers who are interested in integrating these techniques into their applications.
Instructor(s)
Michael Houston
Advanced Micro Devices, Inc.
Aaron Lefohn
Intel Corporation
Raja Koduri
Apple, Inc.
Jonathan Ragan-Kelley
Massachusetts Institute of Technology
Samuli Laine
NVIDIA Corporation
Jacopo Pantaleoni
NVIDIA Corporation
Peter-Pike Sloan
Disney Interactive
Matt Pharr
Intel Corporation