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Program & Presentations  

 

As they are made available, presentations will be linked after the paper titles.

 
 
Friday, 20 June 2008
 
 

8:30-9:15: Registration

9:15-9:30: Welcome and Opening

9:30-10:30: Keynote: Henry Fuchs, University of North Carolina at Chapel Hill

  • Evolution of Graphics Hardware: 40 years since Sutherland's Head-mounted 3D Display (slides)

    Three years after his seminal "ultimate display" address, Ivan Sutherland demonstrated in 1968 what many considered a first approximation to that ideal: a stereo, head-tracked, head-mounted 3D display system. This talk revisits that system as a touchstone for reflecting on how far we've come in various aspects of graphics hardware: image generation, display design, head tracking, interaction, and 3D model creation. In each area, we examine the state of the art 40 years ago, recall the outlook at that time, mark a few developments in the intervening decades, assess the current state of the art, and give an informal grade to the amount of progress in that sector in the past 40 years. (These grades range from A+ to C- to Incomplete.) The talk concludes with a few remarks on possible directions for future research, and a plea for embracing graphics hardware of all kinds.

    Henry Fuchs is the Federico Gil Professor of Computer Science and Adjunct Professor of Biomedical Engineering at UNC Chapel Hill.
    He has been active in computer graphics since the early 1970s, with rendering algorithms (BSP Trees), hardware (Pixel-Planes and PixelFlow), virtual environments, tele-immersion systems and medical applications. He received a Ph.D. in 1975 from the University of Utah. He was a member of the faculty of the University of Texas at Dallas from 1975 to 1978. He joined the faculty at the University of North Carolina at Chapel Hill in 1978.
    He is a member of the National Academy of Engineering, a fellow of the American Academy of Arts and Sciences, the recipient of the 1992 ACM-SIGGRAPH Achievement Award, the 1992 Academic Award of the National Computer Graphics Association, and the 1997 Satava Award of the Medicine Meets Virtual Reality Conference.

10:30-11:00: Coffee Break

11:00-11:50: Papers: Debugging

  • Tracy: A Debugger and System Analyzer for Cross-Platform (slides)
    Sami Kyötilä, Kari Pulli, and Kari Kangas

  • Total Recall: A Debugging Framework for GPUs (slides)
    Ahmad Sharif, Hsien-Hsin S. Lee

11:50-13:20: Lunch Break

13:20-14:35: Papers: Hardware and Algorithms

  • A Hardware Processing Unit for Point Sets (best paper, slides)
    Simon Heinzle, Gael Guennebaud, Mario Botsch, and Markus Gross

  • Coherent Layer Peeling for Transparent High-Depth-Complexity Scenes
    Nathan Carr, Radomir Mech, and Gavin Miller

  • Non-Uniform Fractional Tessellation (slides)
    Jacob Munkberg, Jon Hasselgren, and Tomas Akenine-Möller

14:35-15:00: Coffee Break

15:00-17:00: Panel: GPUs vs. Multicore CPUs: On a Converging Course or Fundamentally Different?

  • Panelists: John Danskin (NVIDIA), Bill Mark (Intel, slides), and Michael Mantor (AMD, slides)
  • Moderator: John Owens (UC Davis)

17:00-17:55: Free Time

17:55-19:30: Bus to Sarajevo Tunnel

17:55-19:30: Buss to Banquet

17:55-19:30: Banquet - Blue Prism Restaurant/Radon Plaza

 
 

Saturday, 21 June 2008

 
 

9:00-10:00: Keynote: Johan Andersson, DICE

  • The Intersection of Game Engines and GPUs--Current & Future (slides)

    Game engines have long been in the forefront of real-time graphics working in symbiosis with GPU hardware. Both are evolving in a fast pace in all areas with increased performance, flexibility and complexity. This talk is about the intersection of the two and what the continued development gives us as new concrete opportunities, challenges and requirements of graphics hardware and software for game engines, such as DICE's Frostbite Engine, in both the future as well as the current.

    Johan is a self-taught senior software engineer/architect in the central technology group at DICE. For the past 8 years he has been working with rendering, performance and core engine systems for games in the Battlefield and Rallisport series. He now drives the rendering & performance side of the Frostbite Engine for the just shipped pilot game Battlefield: Bad Company (Xbox 360, PS3) and future unannounced games.

10:00-10:30: Coffee Break

10:30-11:45: Papers: GPU Computing

  • All-Pairs Shortest-Paths for Large Graphs on the GPU
    Gary J. Katz, Joseph T. Kider Jr.

  • On Dynamic Load-Balancing on Graphics Processors (slides)
    Daniel Cederman, Philippas Tsigas

  • GPU Accelerated Pathfinding (slides)
    Avi Bleiweiss

11:45-13:30: Lunch Break

13:30-14:45: Papers: Shading, Texturing, and Compression

  • Floating-Point Buffer Compression in a Unified Codec Architecture (slides)
    Jacob Strom, Per Wennersten, Jim Rasmusson, Jon Hasselgren, Jacob Munkberg, Petrik Clarberg, and Tomas Akenine-Möller

  • DHTC: An Effective DXTC-based HDR Texture Compression Scheme (slides)
    Wen Sun, Yan Lu, Wu Feng, and Shipeng Li

  • An Improved Shading Cache for Modern GPUs (slides)
    Pitchaya Sitthi-amorn, Jason Lawrence, Lei Yang, Pedro V. Sander, and Diego Nehab

14:45-15:15: Coffee Break

15:15-16:10: Hot3D session

  • Michael Toksvig (NVIDIA) will present and demo the APX2500, NVIDIA's new smartphone application processor. This device is capable of real-time encode and decode of 720p HD video and 3D graphics acceleration on a low power budget.

16:10-16:30: Special Session: The Siege of Sarajevo, Selma Rizvic (slides)
Selma has also shared some pictures from the conference

16:30-17:00: Best Paper presentation and closing

 
 
 
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