<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Krzysztof Narkowicz]]></provider_name><provider_url><![CDATA[https://knarkowicz.wordpress.com]]></provider_url><author_name><![CDATA[Krzysztof Narkowicz]]></author_name><author_url><![CDATA[https://knarkowicz.wordpress.com/author/knarkowicz/]]></author_url><title><![CDATA[Siggraph 2010 Papers]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>A small list of Siggraph 2010 papers (I&#8217;ll try to keep it up to date):</p>
<ul>
<li>Some <a href="http://kesen.realtimerendering.com/sig2010.html">academic stuff</a> ( &lt; 1 fps 🙂 )</li>
<li><a href="http://renderwonk.com/publications/s2010-shading-course/">Physically based shading</a> course</li>
<li><a href="http://renderwonk.com/publications/s2010-color-course/">Color course</a>. Includes very interesting stuff about tone mapping from <a href="http://research.tri-ace.com/">tri-Ace R&amp;D</a></li>
<li>Proceedings at <a href="http://portal.acm.org/toc.cfm?id=1837026&amp;type=proceeding&amp;coll=GUIDE&amp;dl=GUIDE&amp;CFID=96305533&amp;CFTOKEN=55150628">acm.org</a>. Requires an account to read papers, but abstracts can be read without it. Includes an interesting idea about <a href="http://portal.acm.org/citation.cfm?id=1837047">frame interpolation</a> in order to render at 30fps, but update screen at 60 fps</li>
<li><a href="http://developer.nvidia.com/object/siggraph-2010-home.html">NVIDIA @ Siggraph 2010</a>.OpenGL 4, CUDA and new NVIDIA tools</li>
<li><a href="http://bps10.idav.ucdavis.edu/">Beyond programmable shading</a>. Presentations about rendering pipeline future (includes micropolygon rendering) and great presentation explaining how GPU shader cores work</li>
<li><a href="http://www.khronos.org/library/detail/2010-siggraph-opengl-bof/">OpenGL</a> and <a href="http://www.khronos.org/library/detail/2010-siggraph-opencl-bof/">OpenCL</a> from Khronos group</li>
<li><a href="http://repi.blogspot.com/2010/08/siggraph-2010-talks-by-dice.html">DICE Siggraph papers</a></li>
<li><a href="http://graphics.cs.williams.edu/courses/SRG10/">Stylized rendering in Games</a></li>
<li><a href="http://graphicsrunner.blogspot.com/2010/08/water-using-flow-maps.html">Blog post</a> about Valve presentation &#8220;Water Flow in Portal 2&#8221;</li>
<li><a href="http://www.yakiimo3d.com/2010/07/31/siggraph-2010-3-new-intel-directx11-demos/">Intel DX11 papers and demos</a></li>
<li><a href="http://www.graphics.cornell.edu/~jaroslav/gicourse2010/index.htm">Global illumination across industries</a> Siggraph 2010 course</li>
<li><a href="http://advances.realtimerendering.com/s2010/#materials">Advances in Real-Time Rendering</a> Siggraph 2010 course (<a href="http://alex.vlachos.com/resume/">&#8220;Water Flow in Portal 2&#8221;</a> from that course)</li>
<li>Siggraph links at <a href="http://www.realtimerendering.com/sig2010.html">Real Time Rendering</a></li>
</ul>
]]></html></oembed>