Beyond Programmable Shading II
Tuesday, 9 August 2:00 pm - 5:15 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 second 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.
Welcome and Re-Introduction
Toward a Blurry Rasterizer (State of the Art)
Order-independent transparency (state of the Art)
Interactive Global Illumination (State of the Art)
User-Defined Pipelines for Ray Tracing
Panel: "What Is the Right Cross-Platform Abstraction Level for Real-Time 3D Rendering?"
Peter-Pike Sloan, Disney Interactive
David Blythe, Intel Corporation
Raja Koduri, Apple, Inc.
Henry Moreton, NVIDIA Corporation
Mike Houston, AMD
Chas Boyd, Microsoft
Experience with a modern graphics API (OpenGL or Direct3D), including basic experience with shaders, textures, and framebuffers and/or familiarity with parallel programming languages. Some experience with parallel programming on CPUs or GPUs is useful but not required.
Researchers and engineers who are interested in investigating advanced graphics techniques using parallel programming techniques on GPUs and multi-core architectures. Graphics and game developers who are interested in integrating these techniques into their applications.
Advanced Micro Devices, Inc.
Steven G. Parker
University of Iowa