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Siggraph 2008 - Los Angeles California
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Khronos BOFs

If you manufacture develop multimedia content for games, DCC, CAD or mobile devices, join these BOFs to learn about the new industry standards for royalty-free multimedia development:

  • Applications driving next-generation handset requirements
  • Opportunities opened up by innovation and standardization in graphics and mobile gaming
  • Technological advances in multimedia handset technology

OpenGL BOF

SIGGRAPH 2008 | Wednesday, 13 August | 6:00 pm - 8:00 pm | Wilshire Grand Hotel - Wilshire Room

OpenGL BOF Prizes

Get the inside scoop on OpenGL from the ARB and leading OpenGL companies:

  • OpenGL 3.0 Specification Overview
  • OpenGL hardware and driver plans - AMD, Intel, NVIDIA
  • Developer's perspective on OpenGL 3.0
  • The new Khronos OpenCL Working Group and how that affects OpenGL
  • and more...
Description Presenter
Start
ARB Introduction & Direction
Barthold Lichtenbelt, ARB / NVIDIA
OpenGL 3.0 new features
Specification Review
Jeremy Sandmel, OpenGL 3.0 TSG
GLSL 1.3 new features New Shader language definition Bill Licea-Kane, AMD
OpenGL 3.0 ISV Perspective
Discussion of benefits OpenGL 3.0 provides ISVs

Daniel Koch, Transgaming
Rob Barris, Blizzard

Ecosystem
Update on the ARB Ecosystem group
Jon Leech, ARB
OpenCL Working Group
OpenCL Working Group and how it impacts OpenGL
Neil Trevett, OpenCL WG
gDEBugger
Demonstration of gDEBugger's latest features & ongoing work on OpenGL 3.0 support
Yaki Tebeka, Graphic Remedy
SPEC update
Discussion of new power benchmark, additions to Viewperf 10.1, & new application benchmarks for Maya and 3DSMax
Ian Williams, SPEC
Announcement
Brief announcement of new company specializing in programmer training, and OpenGL 3.0
Paul Martz, Skew Matrix
Upcoming Books
Upcoming OpenGL books from Addison-Wesley
Dave Shreiner, Addison-Wesley

Khronos HandHeld APIs BOF

SIGGRAPH 2008 | Thursday, 14 August | 11:00 am - 1:00 pm | LACC - Room 507

Great Prizes:

Come to the Khronos BOFs and learn the insider track about the new media APIs being used to develop the billion-dollar, billion-user gaming and mobile multimedia markets!

Khronos is a not-for-profit consortium that has developed, among others, the OpenGL, OpenGL ES, OpenVG and COLLADA open API standards for accelerating handheld and embedded media.

If your readers develop games and multimedia for cell phones or consumer electronics... or advanced embedded graphics applications... Then you don't want to miss these BOFs

Time Description Presenter
11:00 The Khronos Handheld API Ecosystem
Neil Trevett,
NVIDIA
11:25 OpenGL ES: The Power Behind Mobile 3D
Tom Olson,
TI
11:50 OpenVG: Native Acceleration for Bezier Vector Graphics
Andrzej Mamona,
AMD
12:15 OpenWF Robert Palmer,
Symbian
12:30 Handheld Graphics
Panel / Discussion
Dr. Jon Peddie,
Jon Peddie Research

COLLADA BOF

SIGGRAPH 2008 | Thursday, 14 August | 4:00 pm - 6:00 pm | LACC - Room 511A

COLLAD BOF Prizes

This year’s COLLADA BOF (Birds of a Feather) offers an exciting array of speakers who will talk about their work in gaming and visualization, demonstrate some cool new content creation tools, and even show COLLADA used for communicating with 3D digital printers for the first time! Expect to hear almost a dozen presenters at the Siggraph COLLADA BOF

Description Presenter
Intro to COLLADA 1.5 Mark Barnes, Remi Arnaud
SketchUp Mark Limber
Poser Uli Klumpp
Conformance update Suzy Deffeyes
XSI 7 Alexandre Jean Claude
Cinema 4D Ralf Reichl
Asset Browser Herbert Law
Vivaty Scenes Tony Parisi
BS Contact Peter Schickel
Physics update Stan Melax and Erwin Coumans
OLIVE Dave Rolston
Shapeways Joris Peels and Alan Hudson
Please click on the image below for a Siggraph 2008 floor map of all of the Khronos Group member attending this years 2008 Siggraph convention.

EventGraphic

Courses and Papers at Siggraph

OpenGL: What's Coming Down the Graphics Pipeline

SIGGRAPH Core | Wednesday, 13 August | 8:30 am - 12:15 pm | 403 AB

OpenGL is the programming interface for cross-platform graphics applications in a wide range of systems, from supercomputers to mobile phones, and just like graphics hardware, it evolves with new graphics technology. This class presents an introduction to OpenGL, espouses best practices for performance and compatibility with future versions of the API, and provides a glimpse of OpenGL's future directions.

Time Description Presenter
8:30am-12:15pm Level: Beginning
Dave Shreiner - ARM
Bill Licea-Kane - AMD Corporation
Evan Hart - NVIDIA Corporation

Beyond Programmable Shading: Fundamentals

SIGGRAPH Core | Thursday, 14 August | 8:30 am - 12:15 pm | 403 AB

Time Description Presenter
8:30 Why and How is Interactive Graphics Programming Changing? Aaron Lefohn, Intel
8:40 Running Code at a Teraflop: How GPU Shader Cores Work Kayvon Fatahalian, Stanford
8:55 NVIDIA GPU Architecture: Implications & Trends David Luebke, NVIDIA
9:15 Anatomy of AMD's TeraScale Graphics Engine Mike Houston, AMD
9:35 Larrabee Graphics Architecture: Software is the New Hardware Tom Forsyth, Intel
9:55 Parallel Programming Models Overview John Owens, UC Davis
10:15 Break
10:30 Introduction to the AMD Stream SDK Mike Houston, AMD
10:50 CUDA Fundamentals David Luebke, NVIDIA
11:10 The DirectX 11 Compute Shader Chas Boyd, Microsoft
11:30 OpenCL Aaftab Munshi, OpenCL WG
11:50 Programming Larrabee: Beyond Data Parallelism Aaron Lefohn, Intel
12:10 Wrap-Up, Question & Answers All

Beyond Programmable Shading: In Action

SIGGRAPH Core | Thursday, 14 August | 1:45 pm - 5:30 pm | 403 AB

Time Description Presenter
1:45 Introduction: Better Interactive Graphics Through Computation Mike Houston, AMD
2:00 Interactive Cinematic Lighting Fabio Pellacini, Dartmouth
2:30 Current Generation Parallelism in Games Jon Olick, Id Software
3:00 Next Generation Parallelism in Games Jon Olick, Id Software
3:30 Break
3:45 NVIDIA Case Studies: Compute-Enabled Graphics David Luebke, NVIDIA
4:15 AMD Case Study: March of the Froblins Jeremy Shopf, AMD
4:45 Larrabee Case Studies: Fully Programmable Graphics Matt Pharr, Intel
5:15 Conclusions, Questions & Answers All

Advances in Real-Time Rendering in 3D Graphics and Games

SIGGRAPH Core | Monday, 11 August | 8:30 am - 5:30 pm | 403 AB

Advances in real-time graphics research and the increasing power of mainstream GPUs have generated an explosion of innovative algorithms suitable for rendering complex virtual worlds at interactive rates. Every year, the latest video games display a vast variety of increasingly sophisticated algorithms that enable ground-breaking 3D rendering, push visual boundaries and expand the interactive experience of rich environments.

Time Description Presenter
8:30am-12:15pm

Part I
Level: Intermediate/Advanced

Natalya Tatarchuk
Christopher Oat
Alex Evans
Hao Chen
Michael Boulton
Martin Mittring

3:45 pm - 5:30 pm Part II
Level: Intermediate/Advanced
Natalya Tatarchuk
Christopher Oat
Alex Evans
Hao Chen
Michael Boulton
Martin Mittring

Khronos Members Exhibiting at Siggraph

You can find a complete list of Siggraph Exhibitors here.

  • AMD - booth 327 - is a leading global provider of innovative processing solutions in the computing, graphics and consumer electronics markets. AMD is dedicated to driving open innovation, choice and industry growth by delivering superior customer-centric solutions that empower consumers and businesses worldwide.
  • BARCO - booth 755 - is the world leader in the design, development, and manufacture of high-performance, high-quality visual display systems for immersive and stereoscopic applications. From our US, European, and Asian headquarters, we continue to offer new technologies, systems, and services that constantly confirm our position as the visualization industry's premier system solutions provider.
  • Fraunhofer HHI - booth 967 - The Image Processing (IP) Research Department contributes in the fields of : - Efficient signal processing and compression methods - Adaptation of coding schemes to trans- mission protocols and methods - Implementation of hard- and software components - Development of interactive services and applications based front edge technologies - Integration of real and virtual worlds for immersive multimedia applications
  • HUONE - booth 1515 - providing software solution and engineering service for embedded system software. AlexVG is 2D vector graphics solution for mobile device. AlexVC player is SVGTiny 1.1/1.2 player. AlexVG forge and forma are OpenVG engine can be accelerated on OpenGL ES and Multimedia hardware accelerating devices.
  • Google - booth 223 - is a global technology leader focused on improving the way people connect with information. Google's innovations in web search and advertising have made its website a top Internet destination and its brand one of the most recognized in the world. Google maintains the world's largest online index of websites and other content, and Google makes this information freely available to anyone with an Internet connection. Google's automated search technology helps people obtain nearly instant access to relevant information from its vast online index.
  • IBM Corporation - Booth 147 - From image processing, to modeling and rendering, to digital video and reality-altering effects, IBM Cell processors, IBM High Performance Computing Clusters, IBM Blade Workstations and IntelliStations, and IBM Deep Computing Visualization solutions will help you realize your vision. IBM is partnering with the industry's leading Software Companies to optimize solutions to our Linux, Windows,Cell and Power-based Systems. Coupled with our hardware, middleware, and services solutions, IBM is your provider for all your high performance computing needs.
  • Intel Corporation - Booth 513 - supplies the computing and communications industries with chips, boards, systems, and software building blocks that are the "ingredients" of computers, servers and networking and communications products. Intel is a strong contributor to the OpenMAX standard.
  • NVIDIA - booth 554 and 655 - is the worldwide leader in programmable graphics processor technologies. The Company creates innovative, industry-changing products for professional computing, consumer electronics, and mobile devices.
  • RapidMind Inc. - booth 761 - Multi-core processing presents an opportunity for software organizations to gain a competitive advantage. The award-winning RapidMind Multi-core Development Platform simplifies the development of parallel applications, reducing the cost and timelines of software development when compared to multi-threaded projects, and greatly improves the likelihood of project success. Developers of HPC and enterprise software are using RapidMind today to create manageable, single-threaded applications that leverage the full potential of multi-core processors from AMD® and Intel® and to seamlessly take advantage of the application acceleration available from GPUs and the Cell Broadband Engine™. For more information on RapidMind, visit http://www.rapidmind.com. RapidMind benefits - Improve application performance by over 10x - More quickly build and deliver multi-core capable applications - Leverage multi-core using existing development expertise - Use your existing development practices, tools and compilers - Automatically scale your application to an increasing number of cores
  • Softimage - booth 647 - delivers innovative 3D character creation and effects tools to animators and digital artists in the film, broadcast, post-production and games industries. Its product line includes SOFTIMAGE|XSI, the most advanced 3D animation and character creation software for next generation games & film; SOFTIMAGE|FACE ROBOT®, the first product for lifelike facial animation; SOFTIMAGE|CAT™, a complete character animation system plug-in; and ALIENBRAIN®, the leading asset management solution for artists.
  • Smith Micro - booth 719 - develops and markets wireless multimedia and communications solutions, mobile device management products, image and data compression solutions and many award-winning software products. Smith Micro’s complete line of products is available through Smith Micro’s Enterprise, Channel and OEM Sales Groups, and direct from our websites, retail and value-added resellers (VARs) partners. Smith Micro’s common stock trades on the NASDAQ Global Market under the symbol SMSI.

Partners Exhibiting at Siggraph

  • A.K. Peters - booth 821 - working in partnership with the scientific community, publishes books and journals in the areas of computer science and mathematics. Our program includes textbooks, professional reference works, research monographs, and journals. Our award-winning titles, including Real- Time Rendering, winner of the 2003 Game Developer Magazine Frontline Award, provide computer graphics professionals, computer game developers, mathematicians, and professionals working in related fields, with the resources they need to stay at the forefront of their profession. Many of our titles have been featured in the Scientific American Book Club and have been reviewed or excerpted in both technical and popular interest journals, such as Gamasutra.com, The Mathematical Intelligencer, Nature, Science, Scientific American, and New Scientist. A K Peters is located in Wellesley, Massachusetts and on the web at www.akpeters.com.
  • Addison-Wesley Professional - booth 817 -is a leading publisher of high-quality and timely information for programmers, developers, engineers, and system administrators, including the Red Book, the bestselling OpenGL® Programming Guide. Our mission is to provide educational materials about new technologies and new approaches to current technologies written by the leading authorities. Come by our booth to take a look at our new books, including: * OpenGL® Programming on Mac OS X * OpenGL ES 2.0 Programming Guide.
  • The Web3D Consortium - booth 139 -is a member-funded industry consortium committed to the creation and deployment of open, royalty-free standards that enable the communication of real-time 3D across applications, networks, and XML web services. The Consortium works closely with the ISO, MPEG and W3C standardization bodies to maximize market opportunities for its membership. All Consortium members are empowered to participate in Consortium Working Groups to contribute to Consortium specifications before public deployment - and are able to network with some of the leading experts in Web3D technology to accelerate the delivery of their cutting-edge 3D platforms and applications.

Check out the Biggest and Best BOF at SIGGRAPH 2007…See you at Siggraph 2008!

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