SIGGRAPH 2009: Beyond Programmable Shading
Je n'aurai pas le temps de poster quoi que ce soit ce week end, mais voici de quoi s'occuper d'ici à Lundi (enfin, pour les codeurs). Les notes du cours "Beyond Programmable Shading" du siggraph 2009 sont disponibles en lignes, avec en particulier quelques détails au sujets du moteur FrostByte de Dice (qui fait tourner Battlefield Bad Company et Battlefield 1943), ainsi que quelques notes sur le nouveau moteur d'ID (Rage):
There are strong indications that the future of interactive graphics programming is a more flexible model than today's OpenGL/Direct3D pipelines. Graphics developers need a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive rendering pipeline.
The first half of the course introduces the trends and directions in this emerging field. Topics include: parallel graphics architectures, parallel programming models for graphics, and game-developer investigations of the use of these new capabilities in future rendering engines.
The second half of the course has leaders from graphics hardware vendors, game development, and academic research present case studies that show how general parallel computation is being combined with the traditional graphics pipeline to boost image quality and spur new graphics algorithm innovation.
Each case study discusses the mix of parallel programming constructs used, details of the graphics algorithm, and how the rendering pipeline and computation interact to achieve the technical goals.
The focus is on what currently can be done, how it is done, and near-future trends. Topics include volumetric and hair lighting, alternate rendering pipelines including ray tracing and micropolygon rendering, in-frame data structure construction, and complex image processing.
The course concludes with a panel, moderated by the creator of OpenGL Kurt Akeley, on the future of interactive graphics programming models.