Program

We are pleased to announce our keynote speakers!

“The Vulkan developer tools ecosystem
— from the Vulkan API launch to today”

Karen Ghavam
LunarG

Abstract: Khronos released the 3D graphics Vulkan standard in February of 2016. Although a comprehensive 3D graphics API specification was defined by Khronos, it wasn’t sufficient to enable Vulkan application developers. Vulkan application developers were going to need ecosystem tools to aid them in their application development such as the Vulkan Loader, the Vulkan Validation Layer, and the Vulkan SDK. This talk will tell the story of how the Vulkan ecosystem tools were created and how they are being developed today. Some key and interesting technical challenges will be highlighted for many of the tools such as the Vulkan Validation Layer.

Karen Ghavam

After a successful career at Hewlett Packard for 35 years, Karen Ghavam decided to “retire” from Hewlett Packard to take the helm at LunarG as CEO and Engineering Director. LunarG is a graphics software consultancy that delivers many of the Vulkan ecosystem developers tools for the Vulkan API. Karen leads the company’s engineering staff and drives the culture that creates a collaborative and energized environment resulting in a very talented team of 3D Graphics Software Solutions. Resulting from a strong desire to have a lasting impact on the success of the Vulkan API, Karen has been driving the Vulkan Ecosystem Developer tools since before the launch of the Vulkan API in February of 2016. Karen has been in the computer industry professionally since December of 1981.

“Realistic rendering at 60 frames per second
— past, present, and future”

Peter Shirley
Activision

Abstract: Rendering realistic images at 60fps has always been a technical challenge. The last few decades have seen a co-evolution of graphics hardware and graphics algorithms, but the future directions of 60fps rendering is as unclear now as it has ever been; a graphics programmer is faced with mobile device rendering, cloud rendering, AI rendering, VR rendering, and ray traced rendering. This talk will survey where we came from, where we are, and where we might go.

Peter Shirley

Peter Shirley is a Vice President of Computer Graphics at Activision. He is a former researcher at NVIDIA, a cofounder of two software companies, and a professor at Indiana University, Cornell University, and the University of Utah. He received a BS in Physics from Reed College, a Ph.D. in Computer Science from University of Illinois. He is the coauthor of several books on computer graphics and a variety of technical articles. He is a member of the Siggraph Academy.

“The acceleration of AI graphics in NVIDIA GPUs”

John Burgess
NVIDIA

Abstract NVIDIA developed GPU hardware acceleration for AI in parallel with hardware acceleration for ray tracing and these investments aligned to make a greater impact on real-time graphics than they might have otherwise. Alongside performance and image quality enhancements, AI can now be used to improve geometry and texture compression, to replace complex shader code, and to provide wholly new representations of interactive content. Looking forward, generative AI will upend how we think of rendering altogether, so how do we consider leveraging (and evolving) all the architectural tools in the GPU to enable that innovation? This talk will discuss the development of AI acceleration in NVIDIA GPUs and emerging trends in AI, especially for real-time rendering.

John Burgess

John Burgess is a Vice President of GPU Architecture at NVIDIA, where he has been contributing to GPU design for 20 years. His experience spans memory system design to streaming processor cores, including tensor cores for AI and Deep Learning and ray tracing cores for professional visualization and gaming. He received his Ph.D. in Physics from The University of Texas at Austin, where he studied non-linear phenomena such as fluid dynamics, pattern formation, and chaos.

For more updates, please come back soon as we work on the remaining program.