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Workshop Program and Presentations
Keynote Address
Hardware
Shading: State-of-the-Art and Future Challenges
Hans-Peter
Seidel and Wolfgang Heidrich
Max-Planck-Institut for Computer Science
Saarbrücken, Germany
Slides [2.37 MB-pdf]
In the past few years hardware rendering has made significant progress
from simple Gouraud-shaded polygons with per-vertex illumination towards
more sophisticated and realistic shading and lighting effects. Based on
multi-pass and multi-texture algorithms, we can now achieve a variety
of interesting effects such as shadows, local illumination with complex
materials and light sources, a variety of global effects, as well as rendering
of participating media.
To deal with an ever increasing demand of more and more complex effects,
hardware vendors have recently begun to extend the traditional rendering
pipeline with additional features. On the one hand, this serves to increase
the number of operations that can be performed with the hardware, and
to improve the performance of algorithms by reducing the number of rendering
passes. On the other hand, these new extensions are often available only
on specific graphics chips, and they are hard to program for.
Very recently, several research groups have started working on shading
languages for graphics hardware with the goal to hide the hardware differences
and to simplify the programming task. While this is an exciting area,
the current approaches still face a number of problems. For example, it
is unclear which feature set should be provided by the language, or to
what degree hardware restrictions should be hidden or exposed. The compiler
technology is currently the most fragile part of realtime shading systems.
It could benefit greatly from orthogonal hardware feature sets, precise
models for performance and precision of given multi-pass algorithms, as
well as hardware support for avoiding the "brick wall effect" when an
algorithm exceeds certain limits of hardware resources.
In this talk we review the progress that has recently been made in hardware
rendering. We then discuss the open problems and challenges that we still
face both on the hardware and on the software side.
Presentationsare now available
for download below.
Best
Paper Award 2000
"Interactive
Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures
and Multi-Stage Rasterization"
C. R. Salama, K. Engel, M. Bauer, G. Greiner, University of Erlangen
T. Ertl, University of Stuttgart
Monday, August 21, 2000 |
08:00 |
Registration |
08:45 |
Opening Session
Chair: Wolfgang Strasser |
09:00 |
Keynote Talk |
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Hardware
Shading: State-of-the-Art and Future Challenges
Hans-Peter Seidel and Wolfgang Heidrich, Max-Planck-Institut
for Computer Science, Saarbrücken, Germany
Slides [2.37 MB-pdf] |
10:00 |
Coffee Break |
10:30 |
Session 1: Polygon Rendering
Chair: Anselmo Lastra |
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"Algorithms for Division Free Perspective
Correct Rendering"
B. Barenburg, F.J. Peters, C.W. van Overveld, Philips Research Laboratories
Slides and paper [html/pdf] |
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"Tiled Polygon Traversal Using Half-Plane Edge
Functions"
J. McCormack, R. McNamara, Compaq Computer Corproration
Slides [1 MB-ppt] |
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"Polygon Rendering on a Stream Architecture"
J. D. Owens, W. J. Dally, U. J. Kapasi, S. Rixner, P. Mattson, B.
Mowery, Stanford University
Slides [589 KB-ppt] |
12:00 |
Lunch |
13:30 |
Session 2: Mesh Techniques
Chair: Ulrich Neumann |
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"Hardware-Accelerated Free-Form Deformation"
C. Chua, U. Neumann, University of Southern California
Slides [237 KB-pdf] |
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"Towards hardware implementation
of Loop subdivision"
S. Bischoff, L. Kobbelt, H.P. Seidel, Max-Planck-Institute for Computer
Sciences |
14:30 |
Coffee Break |
15:00 |
Session 3: Mapping Techniques
Chair: Hanspeter Pfister |
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"Towards Interactive Bump Mapping
with Anisotropic Shift-Variant BRDFs"
J. Kautz, H.P. Seidel, Max-Planck-Institute for Computer Sciences
Slides [3.79 MB-pdf] |
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"Adaptive View Dependent Tessellation
of Displacement Maps"
M. Doggett, J. Hirche, University or Tübingen
Slides [4.87 MB-pdf.gz] |
16:00 |
Special Program |
19:00 |
Workshop Banquet |
Tuesday, August 22, 2000
|
09:00 |
Hot3D Session
Chair: Bengt-Olaf Schneider |
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"From Multitexture to Register Combiners
to Per-Pixel Shading"
David Kirk, NVIDIA |
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"Visualize fx Graphics Scalable Architecture"
Ross Cunniff, Hewlett-PackardTechnical Computing Division |
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"ATI Radeon - HyperZ Technology"
Steve Morein, ATI
Slides [346 KB-pdf] |
10:30 |
Coffee Break |
11:00 |
Session 4: Anti-aliasing
Chair: David Kirk |
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"Single-Pass Full-Screen Hardware Accelerated
Antialiasing"
J. A. Lee, L. S. Kim, Korea Advanced Institute of Science and Technology
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"Prefiltered Antialiased Lines Using
Half-Plane Distance Functions"
R, McNamara, J. McCormack, N.P. Jouppi, Compaq Computer Corporation
Slides [1.38 MB-pdf] |
12:00 |
Lunch |
13:30 |
Session 5: Network Rendering
Chair: Roger Hersch |
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"Tracking Graphics State for Networked
Rendering"
I. Buck, G. Humphreys, P. Hanrahan, Stanford University
Slides [596 KB-pdf] |
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"Hybrid Sort-First and Sort-Last Parallel
Rendering with a Cluster of PCs"
R. Samanta, T. Funkhouser, K. Li, J. P. Singh, Princeton University
Slides [2.2 MB-pdf] |
14:30 |
Coffee Break |
15:00 |
Session 6: Volume Rendering
Chair: Wolfgang Strasser |
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"Interactive Volume Rendering on
Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage
Rasterization"
C. R. Salama, K. Engel, M. Bauer, G. Greiner, University of Erlangen
T. Ertl, University of Stuttgart |
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"GI-Cube: An Architecture for Volumetric
Global Illumination and Rendering"
F. Dachille, A. Kaufman, SUNY Stony Brook
Slides [422 KB-pdf] |
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"Optimizing Ray Casting Performance
With A Small-Scale Architecture"
H. Ray, D. Silver, Rutgers University |
16:30 |
Coffee Break |
17:00 |
Best Paper Award and Closing Remarks
Chairs: Anselmo Lastra and Hanspeter Pfister |
designFORMATION |