SIGGRAPH Asia 2008: Parallel Computing for Graphics: Beyond Programmable Shading
Welcome to the course notes and supplementary materials for the full-day SIGGRAPH Asia 2008 Beyond Programmable Shading course!
The course was held at SIGGRAPH Asia 2008 on Friday, 12 December.
This course provides an introduction to parallel-programming architectures and environments for interactive graphics and demonstrates how to combine traditional rendering API with advanced parallel computation.
There are strong indications that the future of interactive graphics involves a more flexible programming model than today's OpenGL/Direct3D pipelines. That means that graphics developers will need a basic understanding of how to combine emerging parallel-programming techniques with the traditional interactive rendering pipeline. The first half of the course introduces several parallel graphics architectures, programming environments, and the new types of graphics algorithms that will be possible. The second half presents case studies of how game developers, researchers, and graphics hardware vendors combine traditional rendering API techniques with advanced parallel computation. Each case study includes a live demo and discusses the mix of parallel-programming constructs used, details of the graphics algorithm, and how the rendering pipeline and computation interact to achieve the technical goals.
The course presenters are experts on general-purpose GPU computation and advanced rendering from academia and industry, and have presented papers and tutorials on the topic at SIGGRAPH, Graphics Hardware, Supercomputing, and elsewhere.
Jason Yang, AMD
Anselmo Lastra, University of North Carolina, Chapel Hill