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Presentations will be available
for download below.
Sunday, August 12, 2001
08:30 |
Registration |
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09:15 |
Welcome and Opening Session |
Hanspeter Pfister, MERL |
09:30 |
Keynote Talk |
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The Missile Gap
Why your customers never seem to use the full power of your parts
(and what you may be able to do about it) - a true story by Seamus
Blackley |

Seamus Blackley, XBox Director for Advanced Technologies, Microsoft
As director of the Advanced Technology Group (ATG), Seamus is responsible
for making Xbox developers "heroes." ATG's mission is to ensure
that Xbox games achieve unprecedented quality and originality through
proactive, worldwide support of Xbox programmers, artists, game
designers, sound designers, musicians, and producers.
ATG includes support staff in the United States, Japan, and Europe;
research and development teams comprising some of the best and brightest
in the graphics and game technology fields; a content support team
for artists, musicians and designers; a samples team, which supplies
examples and tips for all Xbox software assets; and a Tools and
Middleware program, which seeks to ensure that Xbox game developers
have every possible asset they need to execute on their creative
vision.
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10:30 |
Coffee Break |
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11:00 |
Session 1: Volume Graphics |
Chair: Ulrich Neumann, USC |
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High-Quality Pre-Integrated Volume Rendering
Using Hardware-Accelerated Pixel Shading |
Klaus Engel, Martin Kraus, Thomas Ertl,
University of Stuttgart |
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Volumetric Deformation on General
Purpose Hardware |
C. Rezk-Salama, M. Scheuering,
G. Soza, G. Greiner, University of Erlangen-Nueremberg |
12:00 |
Lunch |
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13:00 |
Session 2: Surface-Oriented Techniques |
Chair: Michael Deering, Sun |
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Watertight Tessellation using Forward Differencing
Talk slides [2.05 MB-pdf] |
Henry Moreton, NVIDIA |
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Hardware Support for Adaptive Subdivision
Surface Rendering |
M. Boo, University of Santiago de Compostela
M. Amor, University of La Coruna
M. Doggett, J. Hirche, W. Strasser, University of Tuebingen |
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Hardware Support for Non-photorealistic
Rendering |
Ramesh Raskar, MERL |
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Compiling to a VLIW Fragment Pipeline
Talk slides [163 kB-pdf] |
William R. Mark, Kekoa Proudfoot, Stanford
University |
15:00 |
Coffee Break |
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15:30 |
Hot 3D Session I |
Chair: Peter N. Glaskowsky |
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The AR350: Today’s Ray Trace
Rendering Processor
Talk slides [0.52 MB-pdf]
|
Daniel Hall, Advanced Rendering
Technology |
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Unified Pixel Shading in the
ATI R200
Talk slides [0.75 MB-pdf]
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Mark Fowler, ATI Research |
17:00 |
End of Day 1 and Banquet Info |
Clint Chua, USC |
18:00 |
Busses leave from Wilshire Grand Hotel |
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19:00 |
Workshop Banquet |
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Monday, August 13, 2001
09:00 |
Keynote Talk |
Introduction: Arie Kaufman, SUNY Stony
Brook |
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Trends in Graphics Architecture
Talk slides [72 kB-PDF]
Tim Van Hook will dicuss the current state of 3D graphics hardware
architecture, with some reflection on its history and some speculation
on its future.
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Tim Van Hook, Fellow, ATI Technologies
Tim Van Hook is presently a Fellow at ATI Technologies. ATI acquired
startup ArtX, of which Tim was CTO and cofounder. ArtX developed
an integrated graphics northbridge for PC's and the graphics chip
for the Nintendo Gamecube. Before ArtX, Tim was the graphics architect
of the Nintendo 64 at SGI. He coauthored the MIPS MDMX and SPARC
VIS instructions sets, and the graphics subsystem of the SPARCstation
10SX while at Sun. Sun acquired Trancept Systems, another startup
he cofounded with colleagues from Ikonas. Prior to a few decades
of graphics, imaging, and multimedia product development, Tim got
a BFA in Sculpture.
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10:00 |
Coffee Break |
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10:30 |
Session 3: Rasterization |
Chair: Pat Hanrahan, Stanford University |
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The F-Buffer: A Rasterization-Order FIFO
Buffer for Multipass Rendering
Talk slides [1.01 MB-pdf] |
William R. Mark, Kekoa Proudfoot, Stanford
University |
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Incremental and Hierarchical Hilbert Order
Edge Equation Polygon Rasterization |
Michael D. McCool, Chris Wales, Kevin Moule,
University of Waterloo |
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R-Buffer: A Pointerless A-Buffer Hardware
Architecture
Talk slides [2.91 MB-pdf] |
Craig M. Wittenbrink, HP Labs |
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Quasi-Linear Depth Buffers with Variable
Resolution
Talk slides [634 kB-pdf]
Animation, z, 24bit [1.34
MB-avi]
Animation, w, 24bit [1.34
MB-avi]
Animation, w, round
[1.34 MB-avi]
|
Eugene Lapidous, ViewSpace Technologies
Inc.
Guofang Jiao, Jianbo Zhang, Timothy Wilson, Trident Microsystems Inc. |
12:30 |
Lunch |
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13:30 |
Session 4: Mapping and Shading Techniques |
Chair: Anders Kugler, NVIDIA |
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Perlin Noise Pixel Shaders |
John C. Hart, University of Illinois, Urbana-Champaign |
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Vertex-Based Anisotropic Texturing
Talk [html] |
Marc Olano, Shrijeet Mukherjee, Angus Dorbie,
SGI |
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SPAF: Sub-Texel Precision Anisotropic Filtering
Talk slides [406 kB-pdf] |
Hyun-Chul Shin, Jin-Aeon Lee, and Lee-Sup
Kim, Korea Advanced Institute of Science and Technology |
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Realtime Bumpmap Synthesis |
Jan Kautz, MPI Saarbruecken
Wolfgang Heidrich, University of British Columbia
Hans-Peter Seidel, MPI Saarbruecken |
15:30 |
Coffee Break, Best Paper Award Ballot |
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16:00 |
Hot 3D Session II: Panel |
Host: Peter N. Glaskowsky |
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3D for PCs and Game Consoles |
Panelists:
Kurt Akeley
Mark Fowler, ATI
Daniel Hall, ART
Petri Nordlund, Bitboys
John Montrym, Nvidia |
17:30 |
Best Paper Award and Closing
Remarks |
Gunter Knittel, HP Labs |
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