The 38th International Conference And Exhibition on Computer Graphics and Interactive Techniques

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.


9 am

9:20 am
Research in Games

9:45 am
The "Power" of 3D Rendering

10:15 am
Real-Time Rendering Architectures

10:45 am
Scheduling the Graphics Pipeline

11:15 am
Parallel Programming for Real-Time Graphics

11:35 am
High Performance Graphics on the CPU With ISPC

11:45 am
Software Rasterization on GPUs
Laine & Pantaleoni




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.


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