Sunday, August 29, 2004

08:30 Registration
09:15 Welcome and Opening
Chair: Mike Doggett and Anselmo Lastra
09:30 Keynote: Kari Pulli, Nokia
"Graphics Everywhere - Pixels in your Pocket"
Slides (pdf)[6.3MB] Chair: Tomas Akenine-Möller
Mobile phones have been relatively simple appliances optimized for single use case: making and receiving phone calls. However, recent technological advances have produced mobile communication and information appliances, with decent general computational capacity, increasingly larger and higher quality displays, built-in wireless communication, open development platforms, and ubiquitous presence. This talk is going to cover the implications of these developments from the graphics point of view, the graphics use cases, mobile graphics standards, some limitations of the technology, software and hardware graphics engines, and the fast evolution of mobile graphics.
10:30 Coffee Break
11:00 Session 1: Rendering
Chair: Philipp Sluzallek
  "A Quadrilateral Rendering Primitive"
Kai Hormann and Marco Tarini
Slides (ppt)[5.1MB]
  "A Hierarchical Shadow Volume Algorithm"
Timo Aila and Tomas Akenine-Möller
Slides (ppt)[1.2MB]
  "Squeeze: Numerical-Precision-Optimized Volume Rendering"
Ingmar Bitter, Neophytos Neophytou, Klaus Mueller, and Arie E. Kaufman
Slides (ppt)[3.1MB]
12:15 Lunch
14:00 Session 2: Compilation
Chair: Petri Nordlund
  "Mio: Fast Multipass Partitioning via Priority-Based Instruction Scheduling"
Andrew T. Riffel, Aaron E. Lefohn, Kiril Vidimce, Mark Leone, and John D. Owens
Slides (pdf)[0.3MB]
  "Efficient Partitioning of Fragment Shaders for Multiple-Output Hardware"
Tim Foley, Mike Houston, and Pat Hanrahan
Slides (ppt)[0.2MB]
15:00 Coffee Break
15:30 Session 3: Hot 3D
Chair: Dave Luebke, all slides (pdf)[5.5MB]
Guillaume Otrage (ORAD): ORAD's DVG: Solutions for Scalable Graphics Clusters Slides (pdf)[2.2MB], Edvard Sørgård (Falanx Microsystems): Mali Graphics IP Cores Slides (pdf)[2.3MB], and Petri Nordlund (Bitboys Oy): Bitboys G40 Embedded Graphics Processor Slides (pdf)[0.1MB].
17:00 Closing
18:30-22:45 Dinner at Domaine de Sassenage (see "Venue" page)
18:30 Meet outside the conference center
18:45 Transportation to the restaurant location (bus: 15 min.)
22:15 Meet outside the restaurant
22:30 Transportation back to the conference center (bus)

Monday, August 30, 2004

9:00 Session 4: Texturing
Chair: Tom Ertl
  "Tile-Based Texture Mapping on Graphics Hardware"
Li-Yi Wei
Slides (ppt)[1.5MB]
  "Silhouette Maps for Improved Texture Magnification"
Pradeep Sen
Slides (pdf)[2.4MB]
10:00 Coffee Break
10:30 Session 5: Architectures
Chair: Mark Segal
  "PIXELVIEW: A View-Independent Graphics Rendering Architecture"
Jason Stewart, Eric Bennett, and Leonard McMillan
Slides (ppt)[4.8MB]
  "A Flexible Simulation Framework for Graphics Architectures"
Jeremy W. Sheaffer, David Luebke, and Kevin Skadron
Slides (pdf)[1.3MB]
  "Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip"
Joerg Schmittler, Sven Woop, Daniel Wagner, Philipp Slusallek, and Wolfgang J. Paul
Slides (pdf)[4.7MB]
  "A Programmable Vertex Shader with Fixed-Point SIMD Datapath for Low Power Wireless Applications"
Ju-Ho Sohn, Ramchan Woo, and Hoi-Jun Yoo
Slides (zip)[3.0MB]
12:15 Lunch
14:00 Session 6: Computation
Chair: Remi Arnaud
  "UberFlow: A GPU-Based Particle Engine"
Peter Kipfer, Marc Segal, Rüdiger Westermann
Slides (pdf)[2.2MB]
  "Hardware-based Simulation and Collision Detection for Large Particle Systems"
Andreas Kolb, Lutz Latta, and Christof Rezk-Salama
Slides (pdf)[2.0MB]
  "Understanding the Efficiency of GPU Algorithms for Matrix-Matrix Multiplication"
Kayvon Fatahalian, Jeremy Sugerman, and Pat Hanrahan
Slides (ppt)[0.3MB]
15:15 Coffee Break
15:45 Panel: A Game Developer Perspective on Cutting-Edge Graphics Hardware
Moderator: Mark Harris
Panelists: Tom Forsyth (RAD Game Tools), Julien Merceron (Ubisoft Entertainment), Rune Vendler (Lionhead Studios)
Slides (ppt)[7.1MB]
17:15 Best Paper Award
Chairs: Tomas Akenine-Möller
17:30 Closing
Chair: Mike Doggett