Real-time shading

  • Authors:
  • Marc Olano;Kurt Akeley;John C. Hart;Wolfgang Heidrich;Michael McCool;Jason L. Mitchell;Randi Rost

  • Affiliations:
  • UMBC;NVIDIA Corp.;University of Illinois, Urbana-Champaign;The University of British Columbia;University of Waterloo;3D Application Research Group, ATI Research;3Dlabs, Inc.

  • Venue:
  • ACM SIGGRAPH 2004 Course Notes
  • Year:
  • 2004

Quantified Score

Hi-index 0.00

Visualization

Abstract

Real-time procedural shading was once seen as a distant dream. When the first version of this course was offered four years ago, real-time shading was possible, but only with one-of-a-kind hardware or by combining the effects of tens to hundreds of rendering passes. Today, almost every new computer comes with graphics hardware capable of interactively executing shaders of thousands to tens of thousands of instructions. This course has been redesigned to address today's real-time shading capabilities and to provide more practical information for practitioners. The morning sessions cover the more advanced technical aspects of creating a shading system. The afternoon sessions cover practical details of real-time shading use, including an overview of recently developed algorithms that run well on today's shading hardware and presentations on the latest hardware developments from several leading hardware vendors. The course concludes with the popular panel-style question and answer session, where participants can ask questions of any presenter or suggest topics of discussion.