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DTSTART:19721003T020000
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DTSTAMP:20260114T163736Z
LOCATION:Meeting Room C4.7\, Level 4 (Convention Centre)
DTSTART;TZID=Australia/Melbourne:20231214T140000
DTEND;TZID=Australia/Melbourne:20231214T180000
UID:siggraphasia_SIGGRAPH Asia 2023_sess111_crs_113@linklings.com
SUMMARY:An Introduction to Creating Real-Time Interactive Computer Graphic
  Applications
DESCRIPTION:Dave Shreiner (Unity Technologies, Sonoma State University)\n\
 nComputer screens displaying animating graphics surround us, from our mobi
 le devices, personal computers, VR devices, and even household appliances;
  real-time graphics are ubiquitous.  How does one create those application
 s, and what’s required to even start?  Answering that question, and explai
 ning the fundamental concepts is the goal of this course.\n\nIn a world fi
 lled with devices containing different GPUs, graphics APIs, and frameworks
  for creating interactive, real-time computer graphics applications, where
  does one start, and what’s important to focus on?  This course takes the 
 approach of starting with the graphics pipeline – the way all graphics are
  processed on a GPU-based system – defining its components with their func
 tions and data.\n\nStarting with the fundamental operations of a graphics 
 pipeline: processing geometry and determining pixel colors, all using shad
 ers (the code that powers GPUs), we analyze and demonstrate each phase usi
 ng the simplest, yet industry-standard approaches.  We’ll cover topics suc
 h as vertices, and their role in modeling; geometric transformations, the 
 math that enables 3D graphics; and the techniques employed for coloring ou
 r pixels on the screen.  Each step is accompanied by a simple platform-ind
 ependent (thanks to Web-based technologies) application that leverages the
  most widely used features of modern GPUs.  \n\nFrom emphasizing how GPUs 
 function, we also discuss concepts for moving objects and enabling animati
 on and occlusion, simulating illumination, and applying textures and blend
 ing colors to name a few.  Each of these topics will be accompanied by a d
 emo application emphasizing the technique’s implementation in the relevant
  shaders and its effects on the graphics pipeline while attempting to mini
 mize the details of implementation through a specific graphics library. \n
 \nAfter completing the course, a student would be able to describe the com
 ponents of the graphics pipeline; discuss how 3D models are represented, p
 ositioned, and rendered; and highlight how shaders control the pipeline’s 
 operation.\n\nRegistration Category: Full Access\n\n
URL:https://asia.siggraph.org/2023/full-program?id=crs_113&sess=sess111
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