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    <pubDate>Fri, 13 Nov 2009 04:17:51 GMT</pubDate>
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      <title>GTC 2009 OpenGL Barthold</title>
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      <pubDate>Fri, 13 Nov 2009 04:17:51 GMT</pubDate>
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        <media:title>GTC 2009 OpenGL Barthold</media:title>
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        <media:description type="plain">Barthold Lichtenbelt&amp;rsquo;s slides presented at GPU Technology Conference (GTC) in San Jose on September 30, 2009</media:description>
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      <title>GTC 2009 OpenGL Gold</title>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/gtc2009openglgold-091112214918-phpapp01-thumbnail-2?1258084214" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> Michael Gold&rsquo;s slides presented at GPU Technology Conference (GTC) in San Jose on September 30, 2009]]>
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      <pubDate>Fri, 13 Nov 2009 03:49:13 GMT</pubDate>
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        <media:title>GTC 2009 OpenGL Gold</media:title>
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        <media:description type="plain">Michael Gold&amp;rsquo;s slides presented at GPU Technology Conference (GTC) in San Jose on September 30, 2009</media:description>
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      <title>Real-time Shadowing Techniques:* Shadow Volumes</title>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/sg2004shadowvolumes-091014105146-phpapp01-thumbnail-2?1255535802" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> Presented at SIGGRAPH 2004 in Los Angeles on Tuesday, August 10th during the &quot;Real-Time Shadowing Techniques&quot; course.  Jan Kautz and Marc Stamminger organized the course.  The presentation covers robust shadow volume rendering techniques for GPUs.]]>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/sg2004shadowvolumes-091014105146-phpapp01-thumbnail-2?1255535802" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> Presented at SIGGRAPH 2004 in Los Angeles on Tuesday, August 10th during the &quot;Real-Time Shadowing Techniques&quot; course.  Jan Kautz and Marc Stamminger organized the course.  The presentation covers robust shadow volume rendering techniques for GPUs.]]>
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      <pubDate>Wed, 14 Oct 2009 15:51:39 GMT</pubDate>
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        <media:title>Real-time Shadowing Techniques:* Shadow Volumes</media:title>
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        <media:description type="plain">Presented at SIGGRAPH 2004 in Los Angeles on Tuesday, August 10th during the &amp;quot;Real-Time Shadowing Techniques&amp;quot; course.  Jan Kautz and Marc Stamminger organized the course.  The presentation covers robust shadow volume rendering techniques for GPUs.</media:description>
        <media:text type="html">&lt;img src=&quot;http://cdn.slidesharecdn.com/sg2004shadowvolumes-091014105146-phpapp01-thumbnail-2?1255535802&quot; alt =&quot;&quot; style=&quot;border:1px solid #C3E6D8;float:right;&quot; /&gt;&lt;br&gt; Presented at SIGGRAPH 2004 in Los Angeles on Tuesday, August 10th during the &amp;quot;Real-Time Shadowing Techniques&amp;quot; course.  Jan Kautz and Marc Stamminger organized the course.  The presentation covers robust shadow volume rendering techniques for GPUs.</media:text>
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      <title>A Practical and Robust* Bump-mapping Technique for Today&#226;&#8364;&#8482;s GPUs</title>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/gpubump-091014104227-phpapp02-thumbnail-2?1255534997" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> I presented this on May 8, 2000 to the Stanford Shading Group in Palo Alto, California.  The presentation explains how to use the, then state-of-the-art, NVIDIA register combiners of the GeForce 256 to implement per-pixel bump mapping, a technique that is now ubiquitous in most 3D computer games.]]>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/gpubump-091014104227-phpapp02-thumbnail-2?1255534997" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> I presented this on May 8, 2000 to the Stanford Shading Group in Palo Alto, California.  The presentation explains how to use the, then state-of-the-art, NVIDIA register combiners of the GeForce 256 to implement per-pixel bump mapping, a technique that is now ubiquitous in most 3D computer games.]]>
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      <pubDate>Wed, 14 Oct 2009 15:42:14 GMT</pubDate>
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        <media:description type="plain">I presented this on May 8, 2000 to the Stanford Shading Group in Palo Alto, California.  The presentation explains how to use the, then state-of-the-art, NVIDIA register combiners of the GeForce 256 to implement per-pixel bump mapping, a technique that is now ubiquitous in most 3D computer games.</media:description>
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      <title>Shadow Mapping *with Today&amp;rsquo;s OpenGL Hardware</title>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/shadowmapscedec-091013113614-phpapp02-thumbnail-2?1255476650" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> Explanation of GPU-accelerated shadow mapping (circa 2001 GPU technology) presented at CEDEC 2001 in Tokyo.]]>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/shadowmapscedec-091013113614-phpapp02-thumbnail-2?1255476650" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> Explanation of GPU-accelerated shadow mapping (circa 2001 GPU technology) presented at CEDEC 2001 in Tokyo.]]>
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      <title>NVIDIA Graphics, Cg, and Transparency</title>
      <link>http://www.slideshare.net/Mark_Kilgard/nvidia-graphics-cg-and-transparency-2210014</link>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/sg2006kilgard-091013111546-phpapp02-thumbnail-2?1255451365" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> Presented at SIGGRAPH 2006 in Boston on July 30, 2006 during &quot;GPU Shading and Rendering&quot; course.]]>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/sg2006kilgard-091013111546-phpapp02-thumbnail-2?1255451365" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> Presented at SIGGRAPH 2006 in Boston on July 30, 2006 during &quot;GPU Shading and Rendering&quot; course.]]>
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      <pubDate>Tue, 13 Oct 2009 16:15:32 GMT</pubDate>
      <guid>http://www.slideshare.net/Mark_Kilgard/nvidia-graphics-cg-and-transparency-2210014</guid>
      <author>Mark_Kilgard@slideshare.net(Mark_Kilgard)</author>
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        <media:title>NVIDIA Graphics, Cg, and Transparency</media:title>
        <media:credit>Mark_Kilgard</media:credit>
        <media:description type="plain">Presented at SIGGRAPH 2006 in Boston on July 30, 2006 during &amp;quot;GPU Shading and Rendering&amp;quot; course.</media:description>
        <media:text type="html">&lt;img src=&quot;http://cdn.slidesharecdn.com/sg2006kilgard-091013111546-phpapp02-thumbnail-2?1255451365&quot; alt =&quot;&quot; style=&quot;border:1px solid #C3E6D8;float:right;&quot; /&gt;&lt;br&gt; Presented at SIGGRAPH 2006 in Boston on July 30, 2006 during &amp;quot;GPU Shading and Rendering&amp;quot; course.</media:text>
        <media:keywords></media:keywords>
        <media:thumbnail height="90" url="http://cdn.slidesharecdn.com/sg2006kilgard-091013111546-phpapp02-thumbnail-2?1255451365" width="120"/>
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        <![CDATA[<div style="width:425px;text-align:left" id="__ss_2210014"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/Mark_Kilgard/nvidia-graphics-cg-and-transparency-2210014" title="NVIDIA Graphics, Cg, and Transparency">NVIDIA Graphics, Cg, and Transparency</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=sg2006kilgard-091013111546-phpapp02&stripped_title=nvidia-graphics-cg-and-transparency-2210014" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=sg2006kilgard-091013111546-phpapp02&stripped_title=nvidia-graphics-cg-and-transparency-2210014" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/Mark_Kilgard">Mark Kilgard</a>.</div></div>]]>
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      <title>OpenGL 3.2 and More</title>
      <link>http://www.slideshare.net/Mark_Kilgard/opengl-32-and-more</link>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/gtc2009openglkilgard-091008215235-phpapp01-thumbnail-2?1255410697" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> Presented September 30, 2009 in San Jose, California at GPU Technology Conference.

Describes the new features of OpenGL 3.2 and NVIDIA&rsquo;s extensions beyond 3.2 such as bindless graphics, direct state access, separate shader objects, copy image, texture barrier, and Cg 2.2.]]>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/gtc2009openglkilgard-091008215235-phpapp01-thumbnail-2?1255410697" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> Presented September 30, 2009 in San Jose, California at GPU Technology Conference.

Describes the new features of OpenGL 3.2 and NVIDIA&rsquo;s extensions beyond 3.2 such as bindless graphics, direct state access, separate shader objects, copy image, texture barrier, and Cg 2.2.]]>
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      <pubDate>Fri, 09 Oct 2009 02:46:29 GMT</pubDate>
      <guid>http://www.slideshare.net/Mark_Kilgard/opengl-32-and-more</guid>
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        <media:title>OpenGL 3.2 and More</media:title>
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        <media:description type="plain">Presented September 30, 2009 in San Jose, California at GPU Technology Conference.

Describes the new features of OpenGL 3.2 and NVIDIA&amp;rsquo;s extensions beyond 3.2 such as bindless graphics, direct state access, separate shader objects, copy image, texture barrier, and Cg 2.2.</media:description>
        <media:text type="html">&lt;img src=&quot;http://cdn.slidesharecdn.com/gtc2009openglkilgard-091008215235-phpapp01-thumbnail-2?1255410697&quot; alt =&quot;&quot; style=&quot;border:1px solid #C3E6D8;float:right;&quot; /&gt;&lt;br&gt; Presented September 30, 2009 in San Jose, California at GPU Technology Conference.

Describes the new features of OpenGL 3.2 and NVIDIA&amp;rsquo;s extensions beyond 3.2 such as bindless graphics, direct state access, separate shader objects, copy image, texture barrier, and Cg 2.2.</media:text>
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        <![CDATA[<div style="width:425px;text-align:left" id="__ss_2172343"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/Mark_Kilgard/opengl-32-and-more" title="OpenGL 3.2 and More">OpenGL 3.2 and More</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gtc2009openglkilgard-091008215235-phpapp01&stripped_title=opengl-32-and-more" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gtc2009openglkilgard-091008215235-phpapp01&stripped_title=opengl-32-and-more" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/Mark_Kilgard">Mark Kilgard</a>.</div></div>]]>
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      <title>SIGGRAPH Asia 2008 Modern OpenGL</title>
      <link>http://www.slideshare.net/Mark_Kilgard/sigraph-asia-2008-modern-opengl-presentation</link>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/sa2008modernopengl-1231549184153966-1-thumbnail-2?1231978759" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> A long-time implementer of OpenGL (Mark Kilgard, NVIDIA) and the system&rsquo;s original architect (Kurt Akeley, Microsoft) explain OpenGL&rsquo;s design and evolution. OpenGL&rsquo;s state machine is now a complex data-flow with multiple programmable stages. OpenGL practitioners can expect candid design explanations, advice for programming modern GPUs, and insight into OpenGL&rsquo;s future. 

These slides were presented at SIGGRAPH Asia 2008 for the &quot;Modern OpenGL: Its Design and Evolution&quot; course.

Course abstract: OpenGL was conceived in 1991 to provide an industry standard for programming the hardware graphics pipeline. The original design has evolved considerably over the last 17 years. Whereas capabilities mandated by OpenGL such as texture mapping and a stencil buffer were present only on the world&rsquo;s most expensive graphics hardware back in 1991, now these features are completely pervasive in PCs and now even available in several hand-held devices. Over that time, OpenGL&rsquo;s original fixed-function state machine has evolved into a complex data-flow including several application-programmable stages. And the performance of OpenGL has increased from 100x to over 1,000x in many important raw graphics operations.

In this course, a long-time implementer of OpenGL and the system&rsquo;s original architect explain OpenGL&rsquo;s design and evolution.

You will learn how the modern (post-2006) graphics hardware pipeline is exposed through OpenGL. You will hear Kurt Akeley&rsquo;s personal retrospective on OpenGL&rsquo;s development. You will learn nine ways to write better OpenGL programs. You will learn how modern OpenGL implementations operate. Finally we discuss OpenGL&rsquo;s future evolution.

Whether you program with OpenGL or program with another API such as Direct3D, this course will give you new insights into graphics hardware architecture, programmable shading, and how to best take advantage of modern GPUs.]]>
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        <![CDATA[<img src="http://cdn.slidesharecdn.com/sa2008modernopengl-1231549184153966-1-thumbnail-2?1231978759" alt ="" style="border:1px solid #C3E6D8;float:right;" /><br> A long-time implementer of OpenGL (Mark Kilgard, NVIDIA) and the system&rsquo;s original architect (Kurt Akeley, Microsoft) explain OpenGL&rsquo;s design and evolution. OpenGL&rsquo;s state machine is now a complex data-flow with multiple programmable stages. OpenGL practitioners can expect candid design explanations, advice for programming modern GPUs, and insight into OpenGL&rsquo;s future. 

These slides were presented at SIGGRAPH Asia 2008 for the &quot;Modern OpenGL: Its Design and Evolution&quot; course.

Course abstract: OpenGL was conceived in 1991 to provide an industry standard for programming the hardware graphics pipeline. The original design has evolved considerably over the last 17 years. Whereas capabilities mandated by OpenGL such as texture mapping and a stencil buffer were present only on the world&rsquo;s most expensive graphics hardware back in 1991, now these features are completely pervasive in PCs and now even available in several hand-held devices. Over that time, OpenGL&rsquo;s original fixed-function state machine has evolved into a complex data-flow including several application-programmable stages. And the performance of OpenGL has increased from 100x to over 1,000x in many important raw graphics operations.

In this course, a long-time implementer of OpenGL and the system&rsquo;s original architect explain OpenGL&rsquo;s design and evolution.

You will learn how the modern (post-2006) graphics hardware pipeline is exposed through OpenGL. You will hear Kurt Akeley&rsquo;s personal retrospective on OpenGL&rsquo;s development. You will learn nine ways to write better OpenGL programs. You will learn how modern OpenGL implementations operate. Finally we discuss OpenGL&rsquo;s future evolution.

Whether you program with OpenGL or program with another API such as Direct3D, this course will give you new insights into graphics hardware architecture, programmable shading, and how to best take advantage of modern GPUs.]]>
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      <pubDate>Fri, 09 Jan 2009 23:02:11 GMT</pubDate>
      <guid>http://www.slideshare.net/Mark_Kilgard/sigraph-asia-2008-modern-opengl-presentation</guid>
      <author>Mark_Kilgard@slideshare.net(Mark_Kilgard)</author>
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        <media:title>SIGGRAPH Asia 2008 Modern OpenGL</media:title>
        <media:credit>Mark_Kilgard</media:credit>
        <media:description type="plain">A long-time implementer of OpenGL (Mark Kilgard, NVIDIA) and the system&amp;rsquo;s original architect (Kurt Akeley, Microsoft) explain OpenGL&amp;rsquo;s design and evolution. OpenGL&amp;rsquo;s state machine is now a complex data-flow with multiple programmable stages. OpenGL practitioners can expect candid design explanations, advice for programming modern GPUs, and insight into OpenGL&amp;rsquo;s future. 

These slides were presented at SIGGRAPH Asia 2008 for the &amp;quot;Modern OpenGL: Its Design and Evolution&amp;quot; course.

Course abstract: OpenGL was conceived in 1991 to provide an industry standard for programming the hardware graphics pipeline. The original design has evolved considerably over the last 17 years. Whereas capabilities mandated by OpenGL such as texture mapping and a stencil buffer were present only on the world&amp;rsquo;s most expensive graphics hardware back in 1991, now these features are completely pervasive in PCs and now even available in several hand-held devices. Over that time, OpenGL&amp;rsquo;s original fixed-function state machine has evolved into a complex data-flow including several application-programmable stages. And the performance of OpenGL has increased from 100x to over 1,000x in many important raw graphics operations.

In this course, a long-time implementer of OpenGL and the system&amp;rsquo;s original architect explain OpenGL&amp;rsquo;s design and evolution.

You will learn how the modern (post-2006) graphics hardware pipeline is exposed through OpenGL. You will hear Kurt Akeley&amp;rsquo;s personal retrospective on OpenGL&amp;rsquo;s development. You will learn nine ways to write better OpenGL programs. You will learn how modern OpenGL implementations operate. Finally we discuss OpenGL&amp;rsquo;s future evolution.

Whether you program with OpenGL or program with another API such as Direct3D, this course will give you new insights into graphics hardware architecture, programmable shading, and how to best take advantage of modern GPUs.</media:description>
        <media:text type="html">&lt;img src=&quot;http://cdn.slidesharecdn.com/sa2008modernopengl-1231549184153966-1-thumbnail-2?1231978759&quot; alt =&quot;&quot; style=&quot;border:1px solid #C3E6D8;float:right;&quot; /&gt;&lt;br&gt; A long-time implementer of OpenGL (Mark Kilgard, NVIDIA) and the system&amp;rsquo;s original architect (Kurt Akeley, Microsoft) explain OpenGL&amp;rsquo;s design and evolution. OpenGL&amp;rsquo;s state machine is now a complex data-flow with multiple programmable stages. OpenGL practitioners can expect candid design explanations, advice for programming modern GPUs, and insight into OpenGL&amp;rsquo;s future. 

These slides were presented at SIGGRAPH Asia 2008 for the &amp;quot;Modern OpenGL: Its Design and Evolution&amp;quot; course.

Course abstract: OpenGL was conceived in 1991 to provide an industry standard for programming the hardware graphics pipeline. The original design has evolved considerably over the last 17 years. Whereas capabilities mandated by OpenGL such as texture mapping and a stencil buffer were present only on the world&amp;rsquo;s most expensive graphics hardware back in 1991, now these features are completely pervasive in PCs and now even available in several hand-held devices. Over that time, OpenGL&amp;rsquo;s original fixed-function state machine has evolved into a complex data-flow including several application-programmable stages. And the performance of OpenGL has increased from 100x to over 1,000x in many important raw graphics operations.

In this course, a long-time implementer of OpenGL and the system&amp;rsquo;s original architect explain OpenGL&amp;rsquo;s design and evolution.

You will learn how the modern (post-2006) graphics hardware pipeline is exposed through OpenGL. You will hear Kurt Akeley&amp;rsquo;s personal retrospective on OpenGL&amp;rsquo;s development. You will learn nine ways to write better OpenGL programs. You will learn how modern OpenGL implementations operate. Finally we discuss OpenGL&amp;rsquo;s future evolution.

Whether you program with OpenGL or program with another API such as Direct3D, this course will give you new insights into graphics hardware architecture, programmable shading, and how to best take advantage of modern GPUs.</media:text>
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        <![CDATA[<div style="width:425px;text-align:left" id="__ss_905245"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/Mark_Kilgard/sigraph-asia-2008-modern-opengl-presentation" title="SIGGRAPH Asia 2008 Modern OpenGL">SIGGRAPH Asia 2008 Modern OpenGL</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=sa2008modernopengl-1231549184153966-1&stripped_title=sigraph-asia-2008-modern-opengl-presentation" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=sa2008modernopengl-1231549184153966-1&stripped_title=sigraph-asia-2008-modern-opengl-presentation" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/Mark_Kilgard">Mark Kilgard</a>.</div></div>]]>
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      <![CDATA[<div style='width:180;margin:auto'><object type='application/x-shockwave-flash' data='http://static.slidesharecdn.com/swf/blogbarwidget_black.swf?sidebarfeed=user/Mark_Kilgard/presentations' width='180' height='725'><param name='movie' value='http://static.slidesharecdn.com/swf/blogbarwidget_black.swf?sidebarfeed=user/Mark_Kilgard/presentations' /><param name='allowScriptAccess' value='always'/><embed type='application/x-shockwave-flash' src='http://static.slidesharecdn.com/swf/blogbarwidget_black.swf?sidebarfeed=user/Mark_Kilgard/presentations' allowscriptaccess='always' width='180' height='725'></embed></object><div style='font-size:11px;font-family:tahoma,arial;height:26px;width:180px;padding-top:2px;text-align:center;'><a href='http://www.slideshare.net/widgets/blogbadge' title='Get your Sidebar Widget' style='border:0px none;margin-bottom:-5px' >Get your own Widget</a></div></div>]]>
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