Programmable graphics: the future of interactive rendering

  • Authors:
  • Matt Pharr;Aaron Lefohn;Craig Kolb;Paul Lalonde;Tim Foley;Geoff Berry

  • Affiliations:
  • -;-;-;-;-;-

  • Venue:
  • ACM SIGGRAPH 2008 classes
  • Year:
  • 2008

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Abstract

Recent innovations in computer hardware architecture---the arrival of multi-core CPUs, the generalization of graphics processing units (GPUs), and the imminent increase in bandwidth available between CPU and GPU cores---make a new era of interactive graphics possible. As a result of these changes, game consoles, PCs and laptops will have the potential to provide unprecedented levels of visual richness, realism, and immersiveness, making interactive graphics a compelling killer app for these modern computer systems. However, current graphics programming models and APIs, which were conceived of and developed for the previous generation of GPU-only rendering pipelines, severely hamper the type and quality of imagery that can be produced on these systems. Fulfilling the promise of programmable graphics---the new era of cooperatively using the CPU, GPU, and complex, dynamic data structures to efficiently synthesize images---requires new programming models, tools, and rendering systems that are designed to take full advantage of these new parallel heterogeneous architectures. Neoptica is developing the next-generation interactive graphics programming model for these architectures, as well as new graphics techniques, algorithms, and rendering engines that showcase the unprecedented visual quality that they make possible.