Khronos Fast Forward: Rapid-fire overview of all things Khronos including Vulkan, WebGL, OpenXR, OpenCL, glTF and 3D Commerce
Speakers: Neil Trevett, The Khronos Group President Date and Time: Sunday, November 18th, 2:15pm-4:00pm Location: Plaza Meeting room P7
Developers everywhere rely on Khronos open standards for cross-platform, high-performance 3D graphics, AR/VR, parallel computation, vision processing, machine learning acceleration and more. Khronos is a member-funded consortium, that any company or university can join. Come and hear the very latest updates from the Khronos working groups that are creating the standards to enable your next application or project!
Using open standards to take 3D Commerce to Industrial Scale
Speakers: Neil Trevett, The Khronos Group President Date and Time: Sunday, November 17th, 2:30pm-4:00pm Location: Plaza Meeting Room P1 Website Link
Abstract To be announced soon.
An Interactive Introduction to WebGL
Speakers: Edward Angel (University of New Mexico, Computer Science Department) and Dave Shreiner (Unity Technologies) Date and Time: Sunday November 17th, 2:15pm-6:00pm Location: Mezzanine Meeting Room M2
Abstract OpenGL and its derivatives including WebGL are the most widely available APIs for creating interactive computer graphics applications across all major platforms. Their uses span virtually all application areas and reveal the most up-to-date features of modern graphics hardware.
This course provides an accelerated introduction to programming with WebGL. This course starts with an overview of the WebGL pipeline, focusing on the basic shader-based pipeline Participants will see complete examples that include the required shaders and the interface to the application program. We will discuss some of the key differences between working with WebGL and desktop OpenGL and survey advanced applications of the API.
An introductory OpenGL course has been a popular offering at SIGGRAPH for over 15 years. Four years ago, the course was switched from desktop OpenGL to WebGL at both SIGGRAPH and SIGGRAPH Asia. The updated course proposed here should appeal to not only attendees who have not programmed graphics applications but also to experienced desktop OpenGL programmers who are considering switching over to WebGL.
Introduction to the Vulkan Computer Graphics API
Speaker: Mike Bailey (Oregon State University) Date and Time: Tuesday November 19th, 2:15pm-6:00pm Location: Mezzanine Meeting Room M2
Course Abstract Vulkan represents a new generation of graphics and compute APIs that provide high-efficiency, cross-platform access to modern GPU hardware in a wide range of devices including workstations, game consoles, and mobile platforms. [Khronos2019] As such, this API is of interest to everyone who writes interactive graphics programs and wants to eke out the fastest performance possible.
Part of Vulkan’s efficiency comes from moving elements of the driver into the application. While this improves performance, it has the side effect of making Vulkan more complicated and, thus, more difficult to learn. This SIGGRAPH Asia course will use materials designed for, and refined with, a university Vulkan course. Besides notes, the SIGGRAPH Asia distribution will include working, well-documented code and complete build solutions.
Dataflow Programming and Processing for Artists and Beyond
Speakers: Serguei Mokhov (Concordia University) Date and Time: Tuesday November 19th, 2:15pm-6:00pm Location: Mezzanine Meeting Room M1
Abstract We explore the notion of dataflow programming in realtime graphics artistic practice. We complement the previous editions of the course at SIGGRAPH Asia (2015, 2016, 2018) and SIGGRAPH (2017, 2019) to include OpenISS and PureData/GEM. First, we explore a rapid prototyping of interactive graphical applications for stage and beyond using Jitter/Max and Processing with OpenGL, shaders, and featuring connectivity with RGBD cameras. Such rapid prototyping environment is ideal for entertainment computing, as well as for artists and live performances using real-time interactive graphics on stage. We share the expertise we developed in connecting the real-time graphics with on-stage performance with the Illimitable Space System (ISS) v2 and its OpenISS core framework for creative near-realtime broadcasting, and the use of AI and HCI techniques in art.