Conference 5–9 August 2012
Exhibition 7–9 August 2012
Los Angeles Convention Center

Beyond Programmable Shading

Los Angeles Convention Center, Room 403AB

This fifth consecutive Beyond Programmable Shading SIGGRAPH course continues with the core mission of the course: discussing how GPU and CPU parallel computing are used in conjunction with the traditional 3D real-time rendering pipeline to improve image quality and performance or reduce power consumption. The course also explores future directions in real-time rendering innovation. Unlike previous years, this course assumes that the audience is already familiar with modern real-time rendering CPU and GPU hardware architecture and programming models.

The course focuses on applications of GPU and CPU compute to solve real-time illumination problems. It includes an updated discussion of game developers' requests to the rendering research community, a deep dive on power-efficient rendering algorithms, and a panel on how past research in this field has and has not affected the game and graphics hardware industry.

COURSE SCHEDULE

9 am
Introduction to Beyond Programmable Shading 2012
Lefohn

9:15 am
Five Major Challenges in Real-Time Rendering
Andersson

9:45 am
Intersecting Lights With Pixels: Reasoning About Forward and Deferred Rendering
Lauritzen

10:15 am
Dynamic Sparse-Voxel Octrees for Next-Gen Real-Time Rendering
Crassin

10:45 am
Power-Friendly GPU Programming
Ribble

11:15 am
Panel: From Publication to Product: How Recent Graphics Research Has (And Has Not) Shaped the Industry
Moderator: Fatahalian

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)

Aaron Lefohn
Intel Corporation

Mike Houston
Advanced Micro Devices, Inc.

Johan Andersson
DICE

Andrew Lauritzen
Intel Corporation

Cyril Crassin
NVIDIA Corporation

Maurice Ribble
Qualcomm