37. GPU Shading and Rendering Full-Day, Tuesday, 2 August, 8:30 am - 5:30 pm Petree Hall D Level: Intermediate Real-time programmable shading can now be experienced everywhere from game consoles to the highest-end PCs. This updated course brings together leading researchers from industry and academia to present the foundations of hardware shading, the latest developments, and how shading hardware is increasingly used for non-real-time rendering. Prerequisites Working knowledge of a modern real-time graphics API such as OpenGL or Direct3D. Familiarity with the concepts of programmable shading and shading languages. Intended Audience Practitioners and software developers using or intending to use graphics hardware for shading. Organizer Marc Olano University of Maryland, Baltimore County Lecturers Avi Bleiweiss ATI Research Larry Gritz NVIDIA Corporation John C. Hart University of Illinois at Urbana-Champaign Mark Kilgard NVIDIA Corporation Michael McCool University of Waterloo Pedro Sander ATI Research Schedule SHADING TECHNOLOGY 8:30 Introduction/Graphics Architectures Olano 9:25 Shading Compilers Bleiweiss 10:15 Break SHADING LANGUAGES 10:50 OpenGL Shading Language Olano 10:55 Cg Kilgard 11:20 HLSL Sander 11:45 Shader Metaprogramming With Sh McCool 12:15 Lunch GPU RENDERING 1:45 Rendering Algorithms Hart 2:35 GPU Production Rendering Gritz 3:30 Break HARDWARE SYSTEMS 3:45 ATI Sander 4:25 NVIDIA Kilgard 5:05 Discussion and Questions & Answers All