29 July 2002: Added pointers to supplemental material and
slides for Chapter 3.
29 July 2002: Added slides for chapters 1 and 4.
7 August 2002: Notes update and slides for chapter 6.
9 August 2002: Reference to external material for chapter 7.
24 August 2002: Added slides for chapter 5.
3 January 2002: Added link to original proposal.
Member of Technical Staff
University of Waterloo
Jason L. Mitchell
Project Team Leader
3D Application Research Group
Senior Manager, Driver Development
In the past couple of years, simple programmable shading capabilities have appeared on a wide range of graphics hardware. This has sparked great interest across the spectrum of developers, from games to visualization, including several SIGGRAPH papers on using the new features. While the capabilities are similar, there are significant differences in the methods provided program the shading hardware and the interface with an application program. This course provides a practical comparison between hardware shading alternatives and shading APIs. Different platforms are compared using a series of common examples, with tutorial-level details and live demos on each platform.
|Bill Mark, pointer to more recent material||2||-||1|
|Mark Kilgard, NV_vertex_program OpenGL Extension Specification||2||-||1|
|Jason L. Mitchell||3||-||1|
|Mark S. Peercy, Marc Olano, John Airey, P. Jeffery
Ungar, "Interactive Multi-Pass Programmable Shading", Proceedings
of SIGGRAPH 2000 (New Orleans, Louisiana, July 23-28, 2000). In
Computer Graphics, Annual Conference Series, ACM SIGGRAPH, 2000.
©1999 ACM, included here by permission.
|Chas Boyd, "Hardware Shading with Direct3D"||5||-||1|
|Philip Taylor, "Per-Pixel Lighting"||5||-||1|
|Chapter 6:||OpenGL 2.0|
|Page on this material at 3Dlabs.|
|Chapter 7:||API Design|
|Michael McCool, Qin Zheng and Tiberiu Popa, "SMASH Metaprogramming Shader API"||7||-||1|
|Page on this material at the University of Waterloo.|