Visit the Khronos Group at SIGGRAPH Anaheim to learn more about the future of graphics and computing, and to celebrate the rich history of these exciting technologies. To celebrate the 10th anniversary of OpenGL ES, Khronos will have a mobile display that shows the evolution of the cell phone into the smartphone, as well as fun giveaways all week!
Not to be missed: the Annual “The Khronos BOF After-Party™” On Wednesday July 24th, from 11:00 AM to 11:30 PM. Come to the Hilton Anaheim to check out exciting BOFS on all the active Khronos technologies… followed by another one of our famous parties! Food, Beer, and Prizes for the “Monster Truck Races” and the “Inflatable Critter Shoot.”
Bookmark this web page as your information hub to everything Khronos at SIGGRAPH this year.
Khronos Group founders and members are excited to return to Los Angeles to talk about how Khronos technologies let developers tap into cutting edge graphics and media processing on platforms ranging from high-end workstations to mobile phones.
WEDNESDAY, 24 JULY | 10:00 AM – 11:00 AM | Hilton Anaheim | California Ballroom A&B
The Khronos Chapters Community encourages the creation of member-driven groups of Khronos technology enthusiasts who get together to share their challenges and achievements, learn more about Khronos technologies, hear from exciting guest speakers, and expand their Khronos technology developer network.
This BOF is open to anybody who has interest in meeting people with similar interests in Khronos technologies in their part of the world.
Attend the Khronos Chapters BOF at SIGGRAPH to:
- Find out what Khronos Chapters are all about and why so many new chapters have already been started around the world.
- Meet Chapter Leaders Tim Lewis, UK Chapter Leader and Tony Parisi, San Francisco Chapter Leader who will talk about what their Chapters are doing, and why they decided to start their own Chapter.
- Learn more about how to start your own Khronos Chapter as a Chapter Leader.
- Meet Erik Noreke, Khronos VP of Business Development, to learn more about this rapidly growing member-driven Khronos technology community.
- Enjoy some time socializing with like-minded Khronos technology enthusiasts.
WEDNESDAY, 24 JULY | 11:00 AM – 12:00 PM | Hilton Anaheim | California Ballroom A&B
The Khronos Camera working group is creating an open, royalty-free standard for advanced, low-level control of mobile and embedded cameras and sensors. During the Camera BOF attendees will:
- Explore the requirements for this cross-platform sensor control API.
- Discuss the Camera working group's efforts to drive consensus on functionality such as burst control over sensor, flash and lens, system wide time stamping of sensor samples, multiple sensor control, output format and resolution selection, and consistent device and frame metadata.
- Examine the potential use of EGL for data streaming and accessing cross API sensor synchronization time stamps.
- Discuss interoperability of a Khronos Camera API with OpenVX, OpenGL, OpenGL ES, and OpenCL when used for image and vision processing.
- Learn about the progress of the StreamInput sensor fusion API.
- StreamInput and Sensor Fusion
KITE - Khronos Initiative for Training and Education
WEDNESDAY, 24 JULY | 1:00 PM – 1:55 PM | Hilton Anaheim | California Ballroom A&B
KITE, the Khronos Initiative for Training and Education, was launched to address the industry need for standardized academic training programs and skills assessment tools for engineers working with Khronos technologies. KITE’s end-goal is to enable educators to keep up with the evolution of these technologies and to provide courseware for the most recent releases.
Attendees of the BOF are encouraged to discuss their experiences in teaching Khronos standards, the resources they need to improve their teaching experience, and what they can contribute to KITE's goal of developing high quality Khronos technology training programs.
WEDNESDAY, 24 JULY | 2:00 PM – 2:55 PM | Hilton Anaheim | California Ballroom A&B
COLLADA makes it easy to transport 3D assets between applications - enabling diverse 3D authoring and content processing tools be combined into a production pipeline. The COLLADA working group looks forward to sharing exciting updates about COLLADA and glTF at SIGGRAPH 2013.
COLLADA BOF Schedule:
- Welcome and general updates
Neil Trevett, President of the Khronos Group, NVIDIA
- glTF updates and roadmap
Fabrice Robinet, COLLADA Working Group Chair
- OpenCOLLADA upgrade
Uli Klumpp, Smith Micro
- COLLADA and JavaFX 3D
John Yoon, Oracle
- COLLADA and AutomationML
Fabrice Robinet, COLLADA Working Group Chair
- Integrating glTF and Three.js
Tony Parisi, SkyBox Networks
- glTF in Cesium
Patrick Cozzi, Analytical Graphics Inc. and University of Pennsylvania
- Rest 3D
Remi Arnaud, AMD
WEDNESDAY, 24 JULY | 3:00 PM – 3:55 PM | Hilton Anaheim | California Ballroom A&B
“The presentation will consist of a WebCL tutorial, use cases and demos, and a status update on the WebCL API standardization, implementation, applications, and utilities.”
The WebCL BoF outline is as follows:
- WebCL motivation, tutorial, demos and use cases
- WebCL standardization: Status and roadmap
- WebCL API: Security requirements and provisions
- WebCL Kernel Validator
- OpenCL to WebCL translator utility
- Experimental integration of WebCL prototypes into browser engines
- Questions and Answers
WEDNESDAY, 24 JULY | 4:00 PM – 4:55 PM | Hilton Anaheim | California Ballroom A&B
OpenCL™ is the first open, royalty-free standard for cross-platform, parallel programming of modern processors found in personal computers, servers and handheld/embedded devices. OpenCL (Open Computing Language) greatly improves speed and responsiveness for a wide spectrum of applications in numerous market categories from gaming and entertainment to scientific and medical software.
OpenCL BOF schedule:
|Neil Trevett, NVIDIA ||State-of-the-union of the OpenCL Ecosystem
|Affie Munshi, OpenCL Chair ||OpenCL 2.0 Overview
|Adam Lake, Intel
|Adam Lake, Intel ||Intel and OpenCL
|Jay Yun, Qualcomm
||Demo - OpenCL on mobile
WEDNESDAY, 24 JULY | 6:00 PM – 6:55 PM | Hilton Anaheim | California Ballroom A&B
WebGL is a cross-platform, royalty-free web standard bringing plugin-free 3D graphics to the web, directly into the browser. WebGL is built on the OpenGL ES API, and brings the power of GPU acceleration and GLSL shaders to web applications. The WebGL BOF at
SIGGRAPH 2013 will be composed of lightning talks, with a Q&A session with members of the working group. Come see the latest techniques and participate in the community discussion.
Web GL BOF Schedule:
|Ben Constable and Sandeep Singhal and Frank Olivier, Microsoft ||WebGL in IE
|Barthold Lichtenbelt, NVIDIA ||WebGL on NVIDIA Shield
|Johannes Behr, Fraunhofer
||The POP Buffer
|Tony Parisi and Fabrice Robinet ||glTF
|Patrick Cozzi, AGI and Chris Cooper, NICTA
|Ashraf Samy Hegab ||Multiplay.io
|Brian Cornell, Google ||Google Maps
WEDNESDAY, 24 JULY | 7:00 PM – 7:55 PM | Hilton Anaheim | California Ballroom A&B
The OpenGL family of APIs (OpenGL, OpenGL ES, WebGL) are more relevant than ever before. Come join us this year and learn what is new and happening with OpenGL! This is also your chance to interact with some of the architects behind the OpenGL API, and meet your fellow OpenGL enthusiasts at the party immediately following.
- OpenGL 4.4 introduction, news and updates
Barthold Lichtenbelt – OpenGL ARB Working Group chair - NVIDIA
- nvFX: A New Shader-Effect Framework for OpenGL and OpenGL Compute and other APIs
Tristan Lorach – Senior Devtech Engineer - NVIDIA
- From DirectX to OpenGL in 2013
Karl Hillesland – demo/research team - AMD
- OpenGL Batching for the masses
Samuel Gateau – Senior Devtech Engineer - NVIDIA
OpenGL ES & Mobile BOF
WEDNESDAY, 24 JULY | 8:00 PM – 8:55 PM | Hilton Anaheim | California Ballroom A&B
OpenGL ES is royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems, including consoles, phones, appliances, vehicles, and safety critical systems.
Join Khronos at the OpenGL ES BOF to celebrate the 10th anniversary of OpenGL ES, and to learn more about the future of this popular graphics API for high reliabilality systems and resource-constrained computing devices. Guest speakers and more details coming soon.
The rapid evolution of Khronos technologies poses unique challenges for educators and industry when it comes to providing training on the latest versions of these technologies and assessing the expertise of the software and hardware engineers and students.
During this BOF, representatives from Khronos, academia and industry will discuss the collaborations and initiatives currently underway to address these challenges, and how this will impact employers and training institutions.
Khronos will be in booth #235 on the main aisle on the Exhibition floor at Siggraph Anaheim. Drop by and check out our “History of the Mobile Phone" display, showcasing the last 30 years of mobile phone technology. Exhibition attendees will receive their choice of a Khronos T-Shirt or pint glass or Khronos technology reference card when they complete a tour of this informative and entertaining pictoral exploration of the history of the mobile phone.
|An Introduction to OpenGL Programming
SUN 21 JULY
2:00 PM - 5:15 PM
University of New Mexico
Dave Shreiner, ARM, Inc.
|Advances in Real-Time Rendering in Games Part I|
|TUE 23 JULY
9:00 AM - 12:15 PM
Natasha Tatarchuk, Bungie Studios
|Combining GPU Data-Parallel Computing With OpenGL|
|TUE 23 JULY
10:45 AM - 12:15 PM
Oregon State University
|Advances in Real-Time Rendering in Games Part II
TUE 23 JULY
2:00 PM - 5:15 PM
Natasha Tatarchuk, Bungie Studios
|Heterogeneous Systems Architecture Foundation
WED 24 JULY
1:00 PM - 2:00 PM
HSAF has released the programmers' reference manua,l specifying the HSAIL intermediate language. This session is for people interested in GPU compute using HSA systems.
Room: Anaheim Convention Center | Room 202 B
|Rendering Massive Virtual Worlds
THU 25 JULY
2:00 PM - 5:15 PM
This course is presented in four sections. The first two presentations show how huge data sets can be streamed and displayed in real time for virtual-globe rendering inside a web browser. Topics include pre-processing, storage, and transmission of real-world data, plus cache hierarchies and efficient culling algorithms.
The third section reviews content generation using a combination of procedural and artist-driven techniques. It explores integration of content-generation applications into production tool chains and their use in creation of real-world video games. Topics include productivity, data dependencies, and the trade-offs of putting massive procedural content generation into production.
The fourth section covers recent advances in graphics hardware architecture that allow GPUs to virtualize graphics resources (specifically, textures) by leveraging virtual memory. It discusses augmentation of traditional graphics APIs and presents several use cases and examples.
Room: Anaheim Convention Center, Room 304 A-D
||521||AMD is an innovative technology company dedicated to collaborating with customers and partners to ignite the next generation of computing and graphics solutions at work, at home and at play. At the exhibit stand we will demonstrate how AMD has raised the bar for Digital Content Creation (DCC) and Computer Aided Design (CAD) application performance with the new family of AMD FirePro™ Professional Graphics solutions. AMD will showcase the AMD FirePro™ Professional Graphics solutions in conjunction with leading software solutions.|
||At Siggraph this year, ARM will be hosting a number of demos ranging from gaming through to UI, developed with our Ecosystem partners. We will also be revealing our latest demos showcasing high-end console-quality gaming on a mobile device, showing what the Mali architecture is truly capable of. ARM designs the technology that is at the heart of advanced digital products. The ARM Mali family of GPUs brings a wide range of embedded GPU solutions to the market, scaling up to multicore solutions and GPGPU applications.
||Imagination Technologies is an international leader in the creation and licensing of semiconductor system-on-chip Intellectual Property. Imagination’s technology across the areas of graphics, video, display, communications, connectivity and processing is licensed by leading semiconductor companies and used in iconic products from many of the best known consumer product brands.
||Intel is the world leader in silicon innovation, develops technologies, products and initiatives to continually advance how people work and live. Come by booth 317 to see one of many live presentations at our Intel Theater and to experience our product demonstrations. Intel experts will be available to answer your questions and don't forget to enter to win our great booth prizes!
||GPUs are widely accepted as the most advanced technology for stunning graphics and parallel processing, powering innovative solutions from more than 150 leading companies. Animators, broadcasters, visual-effects artists, and industrial designers overwhelmingly use NVIDIA® Quadro® and Tesla® GPUs. And with NVIDIA Maximus™ technology, designers and engineers can perform graphics- and compute-intensive work at the same time, on the same machine. The majority of the world's cars and planes, as well as a consumer products ranging from shoes to shampoo bottles, are designed using NVIDIA professional solutions. In film, Quadro GPUs were behind nearly every "Best Visual Effects"
||Qualcomm is a global company, with each business division changing the way we live and work through its own unique contributions. Qualcomm Mobile & Computing is the world's largest fabless semiconductor producer and the largest provider of wireless chipset and software technology, which powers the majority of 3G devices commercially available today.
|Smith Micro Software
||Smith Micro Software, headquartered in Aliso Viejo, California, with offices in Europe and Asia, develops and markets wireless multimedia and communications solutions, mobile device management products, image and data compression solutions and many award-winning software products. Smith Micros complete line of products is available through Smith Micros Enterprise, Channel and OEM Sales Groups, and direct from our websites, retail and value-added resellers (VARs) partners. Smith Micros common stock trades on the NASDAQ Global Market under the symbol SMSI.
||Unity provides products and services for game developers that are uniquely usable and extremely powerful. Unity focuses on the clear interplay of features and functionality – from your perspective.