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NVIDIA Siggraph 2009 专题演讲、专家组议程及技术演示一览

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1#
发表于 2009-7-27 13:15 | 只看该作者 回帖奖励 |正序浏览 |阅读模式
NVIDIA @ SIGGRAPH 2009This year, NVIDIA will sponsor or present at 18 sessions, panels, and demos at SIGGRAPH 2009, including 6 special sessions designed to give you up-to-date information on the latest technical innovations from NVIDIA. This year's SIGGRAPH promises to be a great event, and we look forward to seeing you in New Orleans between August 3rd and 7th!

The schedule below represents the final dates and times, and is presented in a calendar style to help you schedule your visits with NVIDIA graphics engineers. For last-minute changes, please subscribe to the "
nvidiadeveloper" twitterfeed.

  Tuesday, August 4thWednesday, August 5thThursday, August 6thFriday, August 7th
8:30Advances in GPU-based Image Processing and Computer VisionPanel: The Future of Teaching Computer Graphics for Students in Engineering, Science, and MathematicsTalk: Rendering
8:45
9:00
9:15
9:30
9:453D Vision Technology - Develop, Design, Play in 3D Stereo
10:00
10:15
10:30Talk: Real Fast Rendering
10:45
11:00Creating Immersive Environments with NVIDIA APEX
11:15
11:30
11:45
Noon
12:15
12:30
12:45
1:00
1:15
1:30Alternative Rendering Pipelines on NVIDIA CUDA
1:45Panel: Will GPUs Change the Face of Rendering CGI for Motion Pictures?Course: Efficient Substitutes for Subdivision SurfacesCourse: Beyond Programmable Shading II
2:00
2:15
2:30
2:45Efficient Ray Tracing on NVIDIA GPUs
3:00
3:15
3:30
3:45Talk: Real Time Live
4:00Accelerating Realism with the NVIDIA Scene GraphBirds of a Feather: OpenGL (Khronos)
4:15
4:30Birds of a Feather: OpenCL
4:45
5:00Birds of a Feather: Interactive Ray Tracing
5:15
5:30
5:45
6:00Birds of a Feather: COLLADA (Khronos)
6:15
6:30
6:45
8:00


Tuesday Events
TimeTopicPresentersLocation
1:45 PM -3:30 PMPanel: Will GPUs Change the Face of Rendering CGI for Motion Pictures?Current-generation GPUs raised the production values of games while radically changing the development and content pipelines, but they are still rarely used in film production. This session examines the obstacles that prevent GPUs from being integrated into film pipelines and looks at some strategies for implementing them in production.
Moderator:
Evan Hirsch
Panelists
Eric Enderton,
NVIDIA Corporation


Kishore Mulchandani,
Advanced Micro Devices, Inc.

Arthur Shek,
Walt Disney Animation Studios
Room 260-262 Ernest N. Morial Convention Center
4:30 PM -6:30 PMBirds of a Feather: OpenCL
Meet designers and implementers of this significant new standard for heterogeneous parallel programming on GPUs and CPUs, and learn how OpenCL inter-operates with OpenGL, enabling advanced, cross-platform, visual computing applications.
Organizer:
Neil Trevett, NVIDIA
Room 263 Ernest N. Morial Convention Center
5:00 PM -6:00 PMBirds of a Feather: Interactive Ray Tracing
A variety of academic and industry leaders provide presentations and demos, with questions and discussions encouraged.
Organizer:
Peter Shirley, NVIDIA
Waterbury Ballroom Sheraton New Orleans


Wednesday EventsNVIDIA Sponsored Sessions
TimeTopicPresentersLocation
8:30-9:30amAdvances in GPU-based Image Processing and Computer VisionAs a massively parallel processor, the GPU is well-suited for performing "per-pixel" operations in image processing and computer vision. However, new changes in hardware, software, and algorithm mappings allow entire vision algorithms to be performed solely on GPU. This session summarizes how GPU programming now goes beyond per-pixel mappings and is accelerating image-feature processing and handling, frequency domain processing, graph cuts segmentation, and more.
James Fung,
NVIDIA Corporation

Room 294 Ernest N. Morial Convention Center
9:45-10:45am3D Vision Technology - Develop, Design, Play in 3D StereoA detailed technical overview of implementing a 3D stereo experience in your application. Specifically, this session addresses the use cases you must address to create compelling 3D stereo applications, with an emphasis on some key technology challenges and how many of them are easily addressed by some basic implementation patterns. If you're a 3D graphics developer, you will gain a complete set of knowledge on how to implement outstanding 3D stereo applications. This talk will also include a presentation from CAPCOM on their new Resident Evil 5 game, which was build to completely support stereo 3D effects, including both "depth of field" and "out of field" effects.
Samuel Gateau,
NVIDIA Corporation
Masaru Ijuuin,
CAPCOM

Room 294 Ernest N. Morial Convention Center
11:00am-12:15pmCreating Immersive Environments With NVIDIA APEXThis talk introduces APEX, which greatly speeds up content development by providing artist-friendly tools as well as a framework that enables turn-key solutions without a lot of engineering effort. Find out about our newly expanded suite of APEX packages (Matrix-like destruction, cinematic smoke, free-flowing clothing, fully destructible forests, interactive leaves and other ground debris, and weapon-impact effects) and see real-world game examples in which artists were quickly able to convert static environments into dynamic ones. Discover how you can enhance your games and provide a truly immersive game experience.
Jean Bordes and
Monier Maher,
NVIDIA Corporation

Room 294 Ernest N. Morial Convention Center
1:30-2:30pmAlternative Rendering Pipelines on NVIDIA CUDAThis session shows how NVIDIA CUDA can be used for solving complex graphics problems. Ray tracing and REYES are known for being hungry consumers of computational power, and CUDA is a perfect tool for increasing performance. The speakers present their approaches to implementing ray tracing and REYES on CUDA, and show how to use CUDA features to achieve interactive performance.
Andrei Tatarinov and
Alexander Kharlamov,
NVIDIA Corporation

Room 294 Ernest N. Morial Convention Center
2:45-3:45pmEfficient Ray Tracing on NVIDIA GPUsLearn about a new general programming interface for conducting incredibly fast ray tracing on NVIDIA GPUs using C for CUDA. This new technology is valuable for anyone who wants to build a high-performance tracing renderer (interactive or off-line), accelerate an existing ray-tracing renderer, add ray-trace capabilities to raster renderers, or even perform generic ray-tracing functions.
Steve Parker and
Phillip Miller,
NVIDIA Corporation

Room 294 Ernest N. Morial Convention Center
4:00-5:00pmAccelerating Realism With the NVIDIA Scene GraphThe NVIDIA Scene Graph quietly powers many of the world's most demanding real-time design environments. Learn how applications can adopt this technology to greatly increase their real-time performance, interactive scene size, and rendering realism through a highly tuned scene graph, distributed GPU rendering, CgFX, and now even ray tracing.
Holger Kunz and
Phillip Miller,
NVIDIA Corporation

Room 294 Ernest N. Morial Convention Center


SIGGRAPH Sessions
TimeTopicPresentersLocation
8:30-10:15amThe Future of Teaching Computer Graphics for Students in Engineering, Science, and MathematicsIn response to recent advances in graphics hardware and ensuing changes in application programming interfaces, this panel discusses various approaches to teaching a first course in computer graphics to technically oriented students.
Edward Angel,
University of New Mexico

Peter Shirley and Evan Hart,
NVIDIA Corporation


Dave Shreiner
ARM Ltd.
Room 265-266Ernest N. Morial Convention Center
1:45-5:30pmCourse: Efficient Substitutes for Subdivision SurfacesThe goal of this course is to familiarize attendees with the practical aspects of subdivision surfaces for which we introduce substitutes for increased efficiency in real-time applications. The course starts by highlighting the properties that make SubD modeling attractive and introduces some recent techniques to capture these properties by alternative surface representations with a smaller foot-print. We list and compare the new surface representations and focus on their implementation on current and next-generation GPUs. Among the advantages and disadvantages of each approach, we address crucial practical issues, such as watertight evaluation, creases and corners, seamless displacement mapping, cache optimization. Finally and most importantly, Valve and Industrial & Light Magic will present a few breathtaking practical examples and demonstrate how these advanced techniques have been adopted into their gaming and movie production pipelines.
Level: Intermediate
Prerequisites: Basic knowledge of geometric modeling algorithms, in particular subdivision surfaces, and some familiarity with the graphics pipeline of modern GPUs.
Vivek Verma and Philip Schneider, Industrial Light & Magic Jason Mitc**, Valve Corporation
Ignacio Castaño, NVIDIA Corporation
Jörg Peters, University of Florida
Tianyun Ni, NVIDIA Corporation
Auditorium AErnest N. Morial Convention Center
3:45 PM -5:30 PMTalk: Real Time LiveLive demos of real-time rendering. These demos are the final selections for the Real-Time Rendering section of the Computer Animation Festival.
Real-Time Rendering and Animation of Trees
Ralf Habel,
Institut für Computergraphik und Algorithmen
Real Time Hair Simulation and Rendering on the GPU
Sarah Tariq,
NVIDIA Corporation

Real-Time Car Turbulence
Jonathan Cohen,
NVIDIA Corporation

OLE Coordinate System
Jun Fujiki,
Kyushu University

NVIDIA's Medusa Demo
Mark Swain,
NVIDIA Corporation

Gears of War 2
Wyeth Johnson,
Epic Games

Split Second
David Jefferies,
Disney Interactive
La Nouvelle Orleans BallroomErnest N. Morial Convention Center
4:00-6:00 PMBirds of a Feather: OpenGL (Khronos)OpenGL is the most widely adopted 2D/3D graphics API. Learn more about OpenGL 3.0 and 3.1 from the ARB and leading OpenGL companies, and hear updates on OpenGL ES.
Barthold Lichtenbelt, KhronosRoom 264 Ernest N. Morial Convention Center
6:00 PM -8:00 PMBirds of a Feather: COLLADA (Khronos)See cutting-edge DCC tools and applications for gaming, 3D web, and visualization, and works of art generated from COLLADA content-creation-supporting media. Also, find out the winners of the COLLADA contest!
Rita Turkowski, KhronosVersailles BallroomHilton New Orleans Riverside



Thursday Events
TimeTopicPresentersLocation
1:45-5:30pmCourse: Beyond Programmable Shading IIThis second course in the series Beyond Programmable Shading presents the state of the art in combining traditional rendering API usage with advanced task- and data-parallel computation to increase the image quality of interactive graphics.

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.

Level:Intermediate

Prerequisites:Experience with a modern graphics API (OpenGL or Direct3D), including basic experience with shaders, textures, and frame buffers, and/or experience with parallel programming languages. Some knowlege of parallel programming on CPUs or GPUs is useful but not required.
Aaron Lefohn
Intel Corporation

Michael Houston
AMD Corporation

Ulf Assarson
Chalmers University

Justin Hensley
AMD Corporation

Paul Lalonde
Intel Corporation

David Luebke
NVIDIA Research

Kurt Akeley
Microsoft Research

Johan Andersson
Electronic Arts, DICE

Cass Everitt
Epic Games

Kayvon Fatahalian
Stanford University

Jonathan Ragan-Kelley
Massachusetts Institute of Technology
Auditorium AErnest N. Morial Convention Center

Friday Events
TimeTopicPresentersLocation
8:30-10:15amTalk: RenderingPresentations:
Practical Uses of a Ray Tracer for "Cloudy With a Chance of Meatballs"
How the physically based nature of raytracing was combined with an artistically flexible toolset to achieve the complex, but stylized look of "Cloudy With a Chance of Meatballs" while providing the artist an interactive lighting environment.
Karl Herbst and Danny Dimian,
Sony Pictures Imageworks
Multi-Layer, Dual-Resolution Screen-Space Ambient Occlusion
This talk describes a general method for rendering higher-quality screen space ambient occlusion (SSAO) by using depth-peeled layers and an enlarged frustum, as well as a dual-resolution method for improving the performance of any SSAO algorithm.
Louis Bavoil and Miguel Sainz,
NVIDIA Corporation

RACBVHs: Random-Accessible, Compressed Bounding-Volume Hierarchies
A novel approach to compressed bounding-volume hierarhcies that supports random access and achieves 12:1 compression ratio and 4:1 run-time performance for ray tracing and collision detection.
Tae-Joon Kim and Sung-eui Yoon,
Korea Advanced Institute of Science and Technology
Rendering Volumes With Microvoxels
This robust volumetric rendering extension to the REYES rendering architecture includes support for decoupled shading, fast motion blur, and accurate compositing.
Andrew Clinton and Mark Elendt,
Side Effects Software
Session Chair Bob Crocco, Microsoft Live Labs
Auditorium CErnest N. Morial Convention Center
10:30am-12:15pmReal Fast RenderingPresentations:
Volumetric Shadow Mapping
A new, adaptive method for fast rendering of volumetric shadows in dusty, foggy, or underwater environments. Rendering quality can be adjusted for applications ranging from real-time application to production rendering.
Pascal Gautron and Jean-Eudes Marvie,
Thomson Corporate Research

Guillaume Francois,
The Moving Picture Company
Bucket Depth Peeling An efficient algorithm for multi-layer depth peeling, which captures and sorts multiple fragments in a single geometry pass via a bucket sort on GPU. The algorithm outperforms previous methods in both quality and speed, especially for large-scale scenes with high depth complexity.
Fang Liu, Meng-Cheng Huang, and Xue-Hui Liu ,
Chinese Academy of Sciences

En-Hua Wu ,
Chinese Academy of Sciences, Universidade de Macau
BVH for Efficient Raytracing of Dynamic Metaballs on GPU
A new method for efficiently raytracing a large number of metaballs using dynamic BVH and current graphics hardware capacities. This technique allows interactive real-time rendering of complex and deformable geometries of arbitrary topology including effects such as shadows and mirror reflections.
Olivier Gourmel and Anthony Pajot,
Université Toulouse

Pierre Poulin ,
Université de Montréal

Mathias Paulin and Loïc Barthe,
Université Toulouse
Normal Mapping With Low-Frequency Precomputed Visibility
Encoding visibility using low-order spherical harmonics and evaluating the triple product integral of lighting, visibility, and the cosine term on the GPU decouples normal variation from visibility. Combined with PCA compression and efficient factorization of the triple product, soft shadows can be computed more efficiently.
Michal Iwanicki ,
CD Projekt RED

Peter-Pike Sloan ,
Disney Interactive Studios
Session Chair Dan Wexler,
NVIDIA Corporation
Auditorium CErnest N. Morial Convention Center
4#
发表于 2009-7-27 19:30 | 只看该作者
跑去吸取经验,好把对手秒了
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3#
发表于 2009-7-27 16:48 | 只看该作者
Aaron Lefohn
Intel Corporation

Michael Houston
AMD Corporation

Ulf Assarson
Chalmers University

Justin Hensley
AMD Corporation

Paul Lalonde
Intel Corporation

AMD和intel居然也去了?
纳尼? 发表于 2009-7-27 13:56

很正常,国外真正搞学术研究的都是良性竞争,互相合作.不会想这里的A/N FAN那样无理取闹.
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2#
发表于 2009-7-27 16:47 | 只看该作者
前排占位
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