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Program & Presentations

Saturday, 4 August 2007

8:30-9:15: Registration

9:15-9:30: Welcome and Opening

9:30-10:30: Keynote: Chas. Boyd, Microsoft

  • Mass Market Applications of Data-Parallel Computing (slides)

    Silicon fabrication processes promise an embarrassment of processor cores arriving in the next few years. While multi-core machines can scale to small single-digit factors, academic researchers and the new GPGPU community have identified the data-parallel programming model as a way for applications to scale to 1000s of cores. To date, most of the applications evaluated have been in the technical and scientific arenas, but what about more mass-market applications for data-parallel programming? What features of data-parallel processors are most important to such applications? And how might such processors and their host systems change in order to better target them in the future?

    Chas. Boyd joined the Direct3D team in 1995 and has contributed to releases since DirectX 5. Over that time he worked closely with hardware and software developers to drive the adoption of features like programmable hardware shaders and float pixel processing. He has demonstrated initial hardware accelerated versions of techniques including hardware soft skinning, hemispheric lighting with ambient occlusion, matrix palette skinning, and N-Patches. Earlier he worked in the areas of scientific visualization and 3D modeling, and more recently on games and on APIs for GPGPU computing.

10:30-11:00: Coffee Break

11:00-12:15: Papers: Rasterization and Rendering (session chair: John Owens, UC Davis)

  • Stochastic Rasterization using Time-Continuous Triangles (slides)
    Tomas Akenine-Möller, Lund University; Jacob Munkberg, Lund University; Jon Hasselgren, Lund University

  • Practical logarithmic rasterization for low-error shadow maps (slides)
    D. Brandon Lloyd, University of North Carolina at Chapel Hill; Naga K. Govindaraju, Microsoft Corporation; Steven E. Molnar, NVIDIA Corporation; Dinesh Manocha, University of North Carolina at Chapel Hill

  • Accelerating Real-Time Shading with Reverse Reprojection Caching (slides)
    Diego Nehab, Princeton University; Pedro Sander, Hong Kong University of Science and Technology; Jason Lawrence, University of Virginia; Natalya Tatarchuk, Advanced Micro Devices, Inc.; John Isidoro, Advanced Micro Devices, Inc.

12:15-14:00: Lunch Break

14:00-15:15: Papers: Compression (session chair: David McAllister, NVIDIA)

  • Tight Frame Normal Map Compression (slides)
    Jacob Munkberg, Lund University; Ola Olsson, Lund University; Jacob Ström, Ericsson Research; Tomas Akenine-Möller, Lund University

  • Exact and Error-bounded Approximate Color Buffer Compression and Decompression (slides)
    Jim Rasmusson, Lund University / Ericsson Research; Jon Hasselgren, Lund University; Tomas Akenine-Möller, Lund University

  • ETC2: Texture Compression using Invalid Combinations (slides)
    Jacob Ström, Ericsson Research; Martin Pettersson, Ericsson Research

15:15-16:00: Coffee Break

16:00-17:00: Panel: Whither graphics hardware, and Graphics Hardware
Moderator: Mark Segal (Google)
Panelists: Marc Olano (UMBC) (slides), David Kirk (NVIDIA) (slides), Steve Morein (AMD), Bill Mark (The University of Texas) (slides),

  • Once again, the graphics hardware landscape is changing. In the last couple of years, we have seen, among other things, a resurgent interest in hardware ray-tracing, lower-level and non-graphics-centric APIs for computation on GPUs, use of GPUs for non-graphics computation in commercial applications, dedicated 3D graphics hardware in cell phones, and the announcement by at least one vendor of a CPU and GPU on the same die. In addition, the recent evolution of CPUs (namely, multicore) promises to affect the design and application of graphics hardware. Our panelists will discuss these trends, and what they portend for the future.

    As graphics hardware evolves, so must the Graphics Hardware conference. Besides debating the opportunities presented by the technology trends, the panelists will also debate and solicit ideas from the audience on what changes might be appropriate for Graphics Hardware to better reflect the changing landscape and attract a wider audience.

    We expect the discussion to be a lively one, with plenty of opportunity for audience participation.

17:00-17:45: Free Time

17:45-23:00: Social Event: cruise in San Diego Bay on the Pacific Hornblower (directions). Extra tickets available (under cost) at $75.

Sunday, 5 August 2007

9:00-10:00: Keynote: Michael Jones, Google

  • GPUs for the true mass market (slides)

    The single most widely-used real-time 3D graphics application is not a game, it is Google Earth. With more than 250 million unique users to date, its popularity exceeds not just game titles, but entire console gaming platforms. This mass market position is an opportunity to introduce users worldwide to an increasingly advanced level of rendering sophistication through exploitation of programmable graphics hardware. In his keynote remarks, Michael will address a range of areas where tomorrow's multi-CPU/multi-GPU ensembles could transform the power of distributed geospatial browsing.

    Michael Jones is the Chief Technologist of Google Earth, Maps, and Local Search—Google's efforts to provide location intelligence and information in a global context for users worldwide. Michael was formerly the CTO of Keyhole Corporation, the company that developed the technology used today in Google Earth. He was also CEO of Intrinsic Graphics, and earlier, was Director of Advanced Graphics at Silicon Graphics, where he was responsible for graphics APIs including OpenGL, IRIS Performer, the ImageVision Library, OpenGL Optimizer, and Cosmo3D. Michael holds 12 issued patents, including the ClipMapping technique first seen in the SGI InfiniteReality. For many years, he has been a developer of scientific and interactive computer graphics software, an avid traveler, and an amateur photographer using a home-built 4 gigapixel camera made with declassified and decommissioned parts from the U2/SR71.

10:00-10:30: Coffee Break

10:30-11:45: Papers: Architecture (session chair: Gordon Elder, AMD)

  • A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors (slides)
    Jeremy Sheaffer, University of Virginia; David Luebke, NVIDIA Research; Kevin Skadron, University of Virginia

  • A Real-Time FPGA-based Architecture For a Reinhard-like Tone Mapping Operator (slides)
    Firas Hassan, The University of Akron; Joan Carletta, The University of Akron

  • A Low-Power Handheld GPU using Logarithmic Arithmetic and Triple DVFS Power Domains (slides)
    Byeong-Gyu Nam, Korea Advanced Institute of Science and Technology (KAIST); Jeabin Lee, Korea Advanced Institute of Science and Technology (KAIST); Kwanho Kim, Korea Advanced Institute of Science and Technology (KAIST); Seung Jin Lee, Korea Advanced Institute of Science and Technology (KAIST); Hoi-Jun Yoo, Korea Advanced Institute of Science and Technology (KAIST)

11:45-13:30: Lunch Break

13:30-14:45: Papers: Programming and Algorithms (session chair: Robert Strzodka, Stanford/MPI)

  • A Hardware-Aware Debugger for the OpenGL Shading Language (slides)
    Magnus Strengert, University of Stuttgart; Thomas Klein, University of Stuttgart; Thomas Ertl, University of Stuttgart

  • Programmable Shaders for Deformation Rendering (slides)
    Carlos Correa, Rutgers University; Deborah Silver, Rutgers University

  • Scan Primitives for GPU Computing (slides) Best Paper award
    Shubhabrata Sengupta, University of California, Davis; Mark Harris, NVIDIA Corporation; Yao Zhang, University of California, Davis; John D. Owens, University of California, Davis

14:45-15:15: Coffee Break

15:15-16:15: Hot3D session (chair: Peter Glaskowsky)

  • John Nickolls, Lead Architect, NVIDIA Compute. NVIDIA Tesla and the GPU Parallel Computing Architecture (slides)

    The talk will describe NVIDIA's new Tesla GPU Computing processor architecture and hardware for high performance parallel computing. The Tesla C870 is a massively multithreaded architecture with 128 processor cores and over 500 GFLOPS peak floating point performance. It is programmable in C with the CUDA software development environment.

    John Nickolls is director of architecture at NVIDIA for GPU computing. He was previously at Broadcom, Silicon Spice, Sun, and was a co-founder of MasPar Computer. His interests include parallel systems and parallel processor architecture. Nickolls has a BS in electrical engineering and computer science from the University of Illinois, and MS and PhD degrees in electrical engineering from Stanford University.

  • Michael Doggett, AMD. AMD's Radeon HD 2900 (slides)

    The ATI Radeon HD 2900 developed by AMD is a Graphics Processing Unit (GPU) capable of massively parallel computation for high performance 3D graphics and general purpose algorithms. The unified shader architecture consists of a combination of MIMD and SIMD architectures of 5 way scalar arithmetic units running in parallel. The shader uses multi-threading to hide latency of memory access so that compute units are keep busy. The threads consist of vertex, geometry and pixel threads that represent different programmable stages of a traditional 3D graphics pipeline mapped onto a single scheduled shader unit. Varied distributed and unified caches are used for data, instructions, read only texture reads and vertex data. A ring based memory subsystem allows multiple clients to access multiple memory channels.

    Michael Doggett is a Principal Member of Technical Staff within AMD's Graphics Product Group. He has worked on the Radeon2900 and previously the XBOX360 GPU and continues to work on upcomping high end GPUs. He worked as a Post-Doc at the University of Tuebingen, Germany on displacement mapping and volume rendering hardware. He has a B.E, B.Sc and PhD from the University of New South Wales, Sydney, Australia.

16:15-16:30: Best Paper presentation and closing


A PowerPoint template for presentations is now available.

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