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Advanced Graphics Programming Techniques Using OpenGL

Organizer:
David Blythe
Silicon Graphics

Copyright ©1999 by Tom McReynolds and David Blythe.
All rights reserved

SIGGRAPH `99 Course

Abstract:

This advanced course demonstrates sophisticated and novel computer graphics programming techniques, implemented in C using the widely available OpenGL library.

By explaining the concepts and demonstrating the techniques required to generate images of greater realism and utility, the course helps students achieve two goals: they gain a deeper insight into OpenGL functionality and computer graphics concepts, while expanding their ``toolbox'' of useful OpenGL techniques.

Speakers

David Blythe David Blythe is a Principal Engineer in the Advanced Graphics Software group at Silicon Graphics. David joined SGI in 1991 and has contributed to the development of the RealityEngine and InfiniteReality graphics systems. He has worked extensively on implementations of the OpenGL graphics library and OpenGL extension specifications. David is currently working on high-level toolkits which are built on top of OpenGL as well as contributing to the continuing evolution of OpenGL. His other interests include large-scale system design and interactive photorealism. David has been a course presenter at SIGGRAPH '96, '97, and '98 as well as other technical forums.

Prior to joining SGI, David was a visualization scientist at the Ontario Centre for Large Scale Computation and a lecturer at the University of Toronto. David received both a B.S. and M.S. degree in computer science from the University of Toronto.

Email: blythe@sgi.com

Brad Grantham Brad Grantham contributes to the advancement of Linux, OpenGL, and 3D graphics at VA Research, Inc. Brad is also an Adjunct Lecturer at Santa Clara University, where he specializes in helping students write interactive graphics applications.

Brad was a course presenter at SIGGRAPH '97 and '98, and previously contributed at Silicon Graphics to the design and implementation of high-level graphics toolkits, including the Fahrenheit Scene Graph, OpenGL Optimizer, and IRIS Performer. Brad's prior experience also includes UNIX kernel code and imaging codecs. Brad received a B.S. in Computer Science from Virginia Tech in 1992.

Email: grantham@hadron.org

Mark J. Kilgard

Mark J. Kilgard is a Graphics Software Engineer at NVIDIA Corporation where he works on upcoming RIVA graphics processors. Mark authored the book Programming OpenGL for the X Window System and implemented the popular OpenGL Utility Toolkit (GLUT) for developing portable OpenGL examples and demos. Previously, Mark worked at Silicon Graphics on the Onyx InfiniteReality graphics supercomputer and on SGI's X Window System implementation. Mark has taught many courses at SIGGRAPH, the Computer Game Developers Conference, and other conferences. Mark's Karaoke rendition of Dolly Parton's ``9 to 5'' can't be beat.

Email: mjk@nvidia.com

Tom McReynolds

Tom McReynolds is a software engineer at Gigapixel Inc., a company developing Computer Graphics Intellectual Property. He currently works on computer graphics hardware simulation, verification, and device driver software.

Before that, he worked in the Advanced Graphics Software group at Silicon Graphics. He has implemented OpenGL extensions, done OpenGL performance work, and worked on IRIS Performer, a real-time visualization library that uses OpenGL.

Prior to SGI, he worked at Sun Microsystems, where he helped develop graphics hardware support software and graphics libraries, including XGL.

Tom also works as an adjunct professor at Santa Clara University, where he teaches courses in computer graphics using the OpenGL library. He has also presented at the X Technical Conference, was a course organizer and presenter at SIGGRAPH '96, '97, and '98, and presented for SGI at their 1996 Developer Forum, and at SGI's 1997 OpenGL Developer's Workshop.

Email: tomcat@gigapixel.com

Scott R. Nelson Scott Nelson is a Principal Engineer at Intel doing research on 3D graphics architectures in the Microcomputer Research Labs. Before moving to Intel, Scott spent more than ten years at Sun Microsystems developing 3D graphics accelerator architectures. He contributed to the development of the GT, ZX, and Elite3D graphics accelerators. Before Sun, Scott worked for eight years at Evans & Sutherland developing graphics hardware. He received his B.S. degree in Computer Science from the University of Utah. Scott was a course organizer and presenter at SIGGRAPH '91 and a course presenter at SIGGRAPH '98.

Email: Scott.R.Nelson@intel.com

Other Contributers

Celeste Fowler (Author) Celeste Fowler is a software engineer in the Advanced Systems Division at Silicon Graphics. She worked on the OpenGL imaging pipeline for the InfiniteReality graphics system and on the OpenGL display list implementation for InfiniteReality and RealityEngine.

Before coming to SGI, Celeste attended Princeton University where she did research on radiosity techniques and TA'd courses in computer graphics and programming systems.

Email: celeste@sgi.com

Simon Hui (Author) Simon Hui is a software engineer at 3Dfx Interactive, Inc. He currently works on OpenGL and other graphics libraries for PC and consumer platforms.

Prior to joining 3Dfx, Simon worked on IRIS Performer, a realtime graphics toolkit, in the Advanced Systems Division at Silicon Graphics. He has also worked on OpenGL implementations for the RealityEngine and InfiniteReality. Simon received a B.A. in Computer Science from the University of California at Berkeley.

Email: simon@3dfx.com

Paula Womack (Author) Paula Womack is a software engineer in the Advanced Systems Division at Silicon Graphics. She has managed the OpenGL group at Silicon Graphics, and was also a member of the OpenGL Architectural Review Board (the OpenGL ARB) that is responsible for defining and enhancing OpenGL.

Prior to joining Silicon Graphics, Paula worked on OpenGL at Kubota and Digital Equipment. She has a B.S. in Computer Engineering from the University of California at San Diego.

Email: womack@sgi.com

Linda Rae Sande (Production Editor) Linda Rae Sande is a production editor in Technical Publications at Silicon Graphics. A graduate of Northern Arizona University (B.S. in Physics-Astronomy), she has taught college algrebra and physical science courses and worked in marketing communications and technical training. As co-author of two physics laboratory textbooks and author of several production manuals, Linda Rae has many years of experience in book production and production coordination.

Prior to SGI, she was a production coordinator at ESL-TRW responsible for the TravInfo and TransCal transportation project documentation and deliverables.

Email: lindarae@sgi.com

Dany Galgani (Illustrator) Dany Galgani has provided illustrations to Technical Publications at Silicon Graphics for over 9 years. He has illustrated hardware and software manuals, from user's guides to programmer's manuals.

Before that, he did commercial art for advertising agencies and book publishers, including illustrating books in Ortho's ``Do-It-Yourself'' series.

Dany received his degree in the Arts from the University of Paris as well as a CPA.

Email: danyg@sgi.com

Course Syllabus

8:30 A
Introduction (Blythe)
8:35 B
Visual Simulation (Blythe)
1.
Tiling large Textures
2.
Anisotropic Texturing
3.
Developing LOD Models for Geometry
4.
Billboarding
5.
Light Points
9:20 C
CAD I (Nelson)
1.
Constructive Solid Geometry
2.
Meshing and Tessellation
3.
Improving Numerical Accuracy
4.
Silhouettes
10:00 Break
10:15 D
Graphics Special Effects (Nelson)
1.
Stencil Dissolves
2.
Compositing
3.
Antialiasing
4.
Motion Blur
5.
Depth of Field
11:00 E
Image Processing (McReynolds)
1.
OpenGL Image Processing
2.
Accum Buffer Convolution
3.
Color Space Operations
4.
Image Warping with Textures
5.
Texture Synthesis using Noise
12:00 Lunch
1:30 F
CAD II (Blythe)
1.
Technical Illustration
2.
Occlusion Culling Techniques
3.
Depth and Transparency Cuing
4.
Surface Visualization
5.
Picking and Locate-highlight
2:15 G
Scientific Visualization (McReynolds)
1.
Scalar Field Visualization
2.
Volume Rendering
3.
Vector Field Visualization
3:00 Break
3:15 H
Production Graphics (Blythe)
1.
Character Rendering
2.
Manipulating Large Images
3.
2D and Line Rendering
4.
Tone-reproduction
4:00 I
Simulating Natural Phenomena (Grantham)
1.
Particle Systems
2.
Smoke
3.
Fire
4.
Clouds
5.
Water
6.
Precipitation and Lightning
7.
Fog
5:00 J
Summary, Question and Answers (All)



 
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David Blythe
1999-08-06