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Khronos standards are fundamental to many of the technologies on display at SIGGRAPH and the latest updates on OpenGL, COLLADA and mobile graphics will be on display on many of our members and partners booths.
Bookmark this web page as your information hub to everything Khronos at SIGGRAPH this year.
Khronos will not have a booth at SIGGRAPH this year. However, COLLADA will have a demo stand at the Blender booth (3701).
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:
Tuesday, 4 August | 4:30 pm - 6:30 pm | Ernest N. Morial Convention Center - Room 263
|Khronos Introduction to OpenCL||Neil Trevett, NVIDIA|
|OpenCL Specification Overview||Mike Houston|
|AMD and OpenCL||Mike Houston|
|Intel and OpenCL||Aaron Lefohn and Larry Seller|
|NVIDIA and OpenCL||Simon Green|
Wednesday, 5 August | 4:00 pm - 6:00 pm | Ernest N. Morial Convention Center - Room 264
|Update on OpenGL|
|OpenGL 3 news||Barthold Lichtenbelt, ARB / NVIDIA|
|Cool things you can do with GLSL 1.50||Bill Licea-Kane, AMD|
|Open GL ES update||Tom Olson, ARM|
|SPECViewperf 11: More than just another pretty interface||Ian Williams, NVIDIA|
|gDEBugger intro and demo||Yaki Tebeka, Graphic Remedy|
Wednesday, 5 August | 6:00 pm - 8:00 pm | Hilton New Orleans Riverside Hotel - Versailles Room
|COLLADA conformance test
In order to claim COLLADA conformance, an application will have to pass the COLLADA conformance test process. The Working Group is ready to make announcement on the upcoming availability of the COLLADA conformance test.
|Alan Hudson, Yumetech|
|COLLADA Contest update 1st COLLADA Art Contest Winner Announcement!||Rita Turkowski, Intel|
|MPEG-4 Part 25 makes possible to apply MPEG-4 compression tools for geometry, texture and animation on top of X3D, COLLADA and XMT||Marius Preda|
|Luxology modo 401 will demonstrate the new refactored COLLADA loader and saver for the modo 401 software (available for Mac and PC).||Pete Segal, Ryan Drue|
|Sirikata is an BSD licensed open source platform for games and virtual worlds providing a set of libraries and protocols, as well as fully featured sample implementations of services for hosting and deploying these worlds.||Daniel Horn|
|Project Wonderland uses COLLADA for importing all of its 3D assets; ranging from world data to a complete avatar and animation system. The system also allows for new COLADA content to be easily imported, placed, and deployed to virtual worlds.
|DAZ 3D provides 3D models, 3D tools, and has introduced COLLADA support in products such as DAZ studio and recently Carrara to enable its customers to take advantage of DAZ content in their workflows.||Dan Farr|
Remi Arnaud will discuss COLLADA design strategy and vision for the future.
|Remi Arnaud, Intel|
NOTE: COLLADA will have a demo stand at the Blender booth (3701)
SIGGRAPH Core | Tuesday, 4 August | 1:45 PM - 5:30 PM | Auditorium B
|This course provides an accelerated introduction to creating applications using these recent versions of OpenGL API. It introduces the most recent version of OpenGL, in which an application must provide vertex and fragment shaders and cannot rely on a fixed-function pipeline. Consequently, this course is a complete rewrite of the OpenGL course that has been taught at the annual SIGGRAPH conference for over 10 years.||Ed Angel, University of New Mexico
Dave Shreiner, ARM
SIGGRAPH Core | Thursday, 6 August | 8:30 AM - 12:15 PM | Auditorium A
|This course introduces the trends and directions in this emerging field. Topics include: parallel graphics architectures, parallel programming models for graphics, and game-developer investigations of the use of these new capabilities in future rendering engines.||Aaron Lefohn, Intel
Mike Houston, AMD
Kayvon Fatahalian, Stanford
Tim Foley, Intel
Case Everitt, Id Software
SIGGRAPH Core | Thursday, 6 August | 1:45 PM - 5:30 PM | Auditorium A
|This second course in the series Beyond Programmable Shading presents the state of the art in combining traditional rendering API usage with advanced task- and data-parallel computation to increase the image quality of interactive graphics. Topics include: interactive realistic lighting, advanced geometry-processing pipelines, in-frame data structure construction, complex image processing, and rasterization versus ray tracing.||Aaron Lefohn, Intel
Mike Houston, AMD
Justin Hensley, AMD
Paul Lalonde, Intel
David Luebke, NVIDIA
Ulf Assarsson, Chalmers University
You can find a complete list of Siggraph Exhibitors here.
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