SIGGRAPH Eurographics Workshop







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
  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
  "Algorithms for Division Free Perspective Correct Rendering"
B. Barenburg, F.J. Peters, C.W. van Overveld, Philips Research Laboratories
Slides and paper [html/pdf]
  "Tiled Polygon Traversal Using Half-Plane Edge Functions"
J. McCormack, R. McNamara, Compaq Computer Corproration
Slides [1 MB-ppt]
  "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
  "Hardware-Accelerated Free-Form Deformation"
C. Chua, U. Neumann, University of Southern California
Slides [237 KB-pdf]
  "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
  "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]
  "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
  "From Multitexture to Register Combiners to Per-Pixel Shading"
David Kirk, NVIDIA
  "Visualize fx Graphics Scalable Architecture"
Ross Cunniff, Hewlett-Packard Technical Computing Division
  "ATI Radeon - HyperZ Technology"
Steve Morein, ATI
Slides [346 KB-pdf]
10:30 Coffee Break
11:00 Session 4: Anti-aliasing
Chair: David Kirk
  "Single-Pass Full-Screen Hardware Accelerated Antialiasing"
J. A. Lee, L. S. Kim, Korea Advanced Institute of Science and Technology
  "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
  "Tracking Graphics State for Networked Rendering"
I. Buck, G. Humphreys, P. Hanrahan, Stanford University
Slides [596 KB-pdf]
  "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
  "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
  "GI-Cube: An Architecture for Volumetric Global Illumination and Rendering"
F. Dachille, A. Kaufman, SUNY Stony Brook
Slides [422 KB-pdf]
  "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


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