{"id":35,"date":"2008-08-15T01:04:07","date_gmt":"2008-08-15T07:04:07","guid":{"rendered":"http:\/\/www.realtimerendering.com\/blog\/?p=35"},"modified":"2008-08-15T01:04:07","modified_gmt":"2008-08-15T07:04:07","slug":"siggraph-2008-beyond-programmable-shading-class","status":"publish","type":"post","link":"https:\/\/www.realtimerendering.com\/blog\/siggraph-2008-beyond-programmable-shading-class\/","title":{"rendered":"SIGGRAPH 2008: Beyond Programmable Shading Class"},"content":{"rendered":"<p><a href=\"http:\/\/www.siggraph.org\/s2008\/attendees\/program\/item\/?type=class&amp;id=549\">This class<\/a> was about non-traditional processing performed on GPUs, similar to <a href=\"http:\/\/www.gpgpu.org\/\">GPGPU<\/a> but for graphics. As we discuss in the &#8220;Futures&#8221; chapter at the end of our book, this is a particularly interesting direction of research and may well represent the future of rendering. The recent disclosures on <a href=\"http:\/\/www.realtimerendering.com\/blog\/direct-3d-11-details-part-iii-compute-shaders-unordered-memory\/\">Direct3D 11 Compute Shaders<\/a> and <a href=\"http:\/\/softwarecommunity.intel.com\/UserFiles\/en-us\/File\/larrabee_manycore.pdf\">Larrabee<\/a> make this a particularly hot topic.<\/p>\n<p>The full course notes are available at <a href=\"http:\/\/s08.idav.ucdavis.edu\/\">the course web site<\/a>.<\/p>\n<p>The talk by Jon Olick from <a href=\"http:\/\/www.idsoftware.com\/\">id software<\/a> was perhaps the most interesting. He discussed a sparse voxel octree data structure which is rendered directly using CUDA. This extends id&#8217;s megatexture idea to geometry and may very well find its way into id&#8217;s next engine in some form.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This class was about non-traditional processing performed on GPUs, similar to GPGPU but for graphics. As we discuss in the &#8220;Futures&#8221; chapter at the end of our book, this is a particularly interesting direction of research and may well represent the future of rendering. The recent disclosures on Direct3D 11 Compute Shaders and Larrabee make [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[57,66,60],"class_list":["post-35","post","type-post","status-publish","format-standard","hentry","category-resources","tag-gpgpu","tag-id-software","tag-siggraph-2008"],"_links":{"self":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/35","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/comments?post=35"}],"version-history":[{"count":0,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/35\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/media?parent=35"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/categories?post=35"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/tags?post=35"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}