Here is the recording from the panel I was on: Parallelism and Education: Navigating through a Sea of Cores with Dr. Daniel Ernst (University of Winsconsin-Eau Claire), Dr. Ryan Newton (Intel), Dr. Mathew Wold (Intel), Dr. Michael McCool (Intel), and Thomas Murphy (Contra Costa College) http://intelstudios.edgesuite.net/idf/2010/sf/aep/ACAP001/ACAP001.html
After the Panel session, I was on an episode of Teach Parallel on Intel Software Network TV with Dr. McCool, Professor Murphy and Paul Steinberg.
This hasn’t been added to the schedule yet, it should be soon, but I wanted to give a heads up on this. I’m teaching a course on Pixel Bender this year, picking up from where my labs in 2008 left off. Here is the current description: So you’ve walked through the tutorials, added some filters to your display objects, maybe added a animating parameter or two, even written some of your own filters from scratch. What next? This lab will introduce you to topics like: optimizing your Pixel Bender and Actionscript code; using ShaderJobs to process data asynchronously; using Pixel Bender to process audio and other non-image data efficiently in your Flash movies; taking advantage of Pixel Bender parameter metadata; new Pixel Bender APIs in Flex4; and will give you a look under the covers to how Pixel Bender runtime works in Flash Player 10.1
I’d like your input on topics that you’d like me to cover. Please leave your suggestions in the comments.
Also, in my previous labs, I used Flash Pro, this time I’d like to use Flash Builder, but I can go either way. Which would you prefer?
For those figuring out their MAX schedule, it looks like my lab will be on Monday at 5pm in room 402AB.
Update: The 90 minute session will be Wednesday, October 27 at 04:00PM in room 402AB. It is right at the end of MAX, so hopefully you will be able to attend.
If you are interested in attending my lab, please make sure that you at least are comfortable with the things I covered in my introductory tutorial.
I have a few conference talks and such in the next couple weeks, so I thought I’d send out some pointers.
If you are attending the Intel Developer Forum in San Francisco, I’ll be speaking on a panel discussing how to educate the next generation of computer scientists for the new paradigms of parallel processing. The Panel is called “Parallelism and Education: Navigating Through a Sea of Cores”, the session is on Monday 9/13 at 11am, right after the keynote. I’ve written about this session last month.
On Tuesday, September 14th, around noon, I’ll be appearing live on Intel Software Network TV, you can watch here.
Later that evening, I’ll be hosting a Pixel Bender Meetup at 6pm at the Mars Bar in San Francisco. All Pixel Bender developers are welcome to join me and talk Pixel Bender. More info and directions here.
The next week, I’ll be speaking at the NVidia Graphics Technology Conference in San Jose. My session is on Thursday, September 23rd at 11am and it is called “GPGPU in Commercial Software: Lessons From Three Cycles of the Adobe Creative Suite.” More information here.
If you attending IDF or GTC or you’ll be in San Francisco on the 14th, come by and say “hi!” Otherwise, I’m hoping that I’ll be able to post video or slides from my sessions soon after.
Of course, I’ll be at MAX as well and may have some surprising things there, but I can’t talk about that yet 🙂
Hey, this will be the second time I’ve attempted this, last year in Portland went pretty great.
Here is your chance to ask questions, make feature requests, report bugs and talk to other Pixel Bender developers. Hopefully, I’ll be able to get some other Adobe employees from my team and the Flash team to stop by as well.
We’ll be getting together at the Mars Bar, at 7th and Brannan, right around the corner from the Adobe SF offices where the Silicon Valley Flex User’s group meeting will start at 7pm.
The first few pitchers are on me. See you Tuesday!
This release fixes a number of bugs from the first CS5 preview release and also adjust the image size limits when GPU processing to let you work with larger images on graphics cards with more memory. See the release notes for more information.