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State of the Art Debugging and Tuning Graphics Applications
This proposal has been accepted as a session.
One Line Summary
Developers creating high-end graphics applications on open platforms have stone age tools, but some have learned to use them well.
Abstract
Fully open platforms have gained considerable credibility for demanding graphics applications over the last five years. Gone are they days when people were surprised when a game would even run on a fully open stack. Now, when an application doesn’t work, users demand to know when it will be fixed. While the situation is vastly improved for end-users, the situation for developers remains in the stone age. There is no OpenGL debugger. There is no OpenGL profiler. In spite of this, developers have managed to debug and tune their applications. The first portion of this presentation will cover the current set of best practices employed by developers today. The remainder will discuss future work to incrementally further enable developers.
Tags
graphics, OpenGL, games
Speaker
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Ian Romanick
IntelBiography
Ian Romanick is the software architect for Intel’s open-source OpenGL driver. He is currently Intel’s representative to the OpenGL Architecture Review Board. For the past 12 years he has been working very diligently to make OpenGL on Linux better. He has been doing graphics programming for 22 years, having released his first Amiga demo in 1991. Ian holds a Bachelors Degree in Computer Science from Portland State University, and is currently finishing a Masters program there. In his spare time, he teaches graphics programming in the Visual and Game Programming department at the Art Institute of Portland.
Sessions
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- Title: State of the Art Debugging and Tuning Graphics Applications
- Microconference: Graphics and Display
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One Line Summary:
Developers creating high-end graphics applications on open platforms have stone age tools, but some have learned to use them well.
- Speakers: Ian Romanick
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