2019 SIGGRAPH Asia

2019 SIGGRAPH Asia
2019 SIGGRAPH Asia Banner
November 17-20, 2019
BCEC, Brisbane, Australia

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Khronos Related Sessions

Please visit the SIGGRAPH Asia 2019 Program at a Glance for a complete listing of events.

Khronos Fast Forward: Rapid-fire overview of all things Khronos including Vulkan, WebGL, OpenXR, OpenCL, glTF and 3D Commerce

Speakers: Neil Trevett, The Khronos Group President
Date and Time: Sunday, November 18th, 2:15pm-4:00pm
Location: Plaza Meeting room P7
WebsiteSlides

Developers everywhere rely on Khronos open standards for cross-platform, high-performance 3D graphics, AR/VR, parallel computation, vision processing, machine learning acceleration and more. Khronos is a member-funded consortium, that any company or university can join. Come and hear the very latest updates from the Khronos working groups that are creating the standards to enable your next application or project!

Using open standards to take 3D Commerce to Industrial Scale

Speakers: Neil Trevett, The Khronos Group President
Date and Time: Sunday, November 17th, 2:30pm-4:00pm
Location: Plaza Meeting Room P1
Website | Slides

Abstract
The Business Symposium will take place on Sunday, 17 November 2019 at Plaza Meeting Room P1 (Mezzanine Level, Merivale St) at The at the Brisbane Convention & Exhibition Centre (BCEC) in Brisbane, Australia.

Join fellow business professionals, researchers, and production leaders for an interactive day of sessions, networking, and technological exploration.

Ground yourself in the changing business landscape, the transformation challenges, and winning opportunities for future growth.

An Interactive Introduction to WebGL

Speakers: Edward Angel (University of New Mexico, Computer Science Department) and Dave Shreiner (Unity Technologies)
Date and Time: Sunday November 17th, 2:15pm-6:00pm
Location: Mezzanine Meeting Room M2
Website | Slides

Abstract
OpenGL and its derivatives including WebGL are the most widely available APIs for creating interactive computer graphics applications across all major platforms. Their uses span virtually all application areas and reveal the most up-to-date features of modern graphics hardware.

In recent years, OpenGL has undergone numerous updates that have fundamentally changed how programmers interact with the application-programming interface (API). Over the past four years, there has been extraordinary interest in WebGL, the JavaScript implementation of OpenGL ES 2.0. WebGL is fully shader-based and allows applications to be hosted on Web servers, but execute locally in a Web browser. WebGL applications can use the full power of the local GPU, and its integration with the wealth of Web packages and technologies allows the creation of complex and engaging Web-based applications. Although WebGL is “simpler” than recent versions of desktop OpenGL, there are some significant differences between using WebGL and desktop OpenGL. Working within a browser brings up a variety of issues have not been covered in previous introductory courses.

This course provides an accelerated introduction to programming with WebGL. This course starts with an overview of the WebGL pipeline, focusing on the basic shader-based pipeline Participants will see complete examples that include the required shaders and the interface to the application program. We will discuss some of the key differences between working with WebGL and desktop OpenGL and survey advanced applications of the API.

An introductory OpenGL course has been a popular offering at SIGGRAPH for over 15 years. Four years ago, the course was switched from desktop OpenGL to WebGL at both SIGGRAPH and SIGGRAPH Asia. The updated course proposed here should appeal to not only attendees who have not programmed graphics applications but also to experienced desktop OpenGL programmers who are considering switching over to WebGL.

Introduction to the Vulkan Computer Graphics API

Speaker: Mike Bailey (Oregon State University)
Date and Time: Tuesday November 19th, 2:15pm-6:00pm
Location: Mezzanine Meeting Room M2
Website | Slides

Course Abstract
Vulkan represents a new generation of graphics and compute APIs that provide high-efficiency, cross-platform access to modern GPU hardware in a wide range of devices including workstations, game consoles, and mobile platforms. [Khronos2019] As such, this API is of interest to everyone who writes interactive graphics programs and wants to eke out the fastest performance possible.

Part of Vulkan’s efficiency comes from moving elements of the driver into the application. While this improves performance, it has the side effect of making Vulkan more complicated and, thus, more difficult to learn. This SIGGRAPH Asia course will use materials designed for, and refined with, a university Vulkan course. Besides notes, the SIGGRAPH Asia distribution will include working, well-documented code and complete build solutions.

Dataflow Programming and Processing for Artists and Beyond

Speakers: Serguei Mokhov (Concordia University)
Date and Time: Tuesday November 19th, 2:15pm-6:00pm
Location: Mezzanine Meeting Room M1
Website | Slides

Abstract
We explore the notion of dataflow programming in realtime graphics artistic practice. We complement the previous editions of the course at SIGGRAPH Asia (2015, 2016, 2018) and SIGGRAPH (2017, 2019) to include OpenISS and PureData/GEM. First, we explore a rapid prototyping of interactive graphical applications for stage and beyond using Jitter/Max and Processing with OpenGL, shaders, and featuring connectivity with RGBD cameras. Such rapid prototyping environment is ideal for entertainment computing, as well as for artists and live performances using real-time interactive graphics on stage. We share the expertise we developed in connecting the real-time graphics with on-stage performance with the Illimitable Space System (ISS) v2 and its OpenISS core framework for creative near-realtime broadcasting, and the use of AI and HCI techniques in art.

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