Speaker Sessions
Title: Tools - Roadmap and Demo
Speaker: Bill Bilodeau
Speaker Biography: Bill has been a graphics programmer
in the game industry for seven years. He is currently at ATI
in Santa
Clara working as an ISV engineer. His duties involve helping
game developers with graphics issues, developing samples and
documentation for the ATI SDK, and educating developers about
new graphics technology. Prior to ATI, Bill worked as a game
developer, and also spent ten years developing desktop publishing
software. He holds a bachelor’s degree in Computer Science
from the University of California, Berkeley.
This presentation will provide an overview of the current and
future tools ATI provides to developers. Demonstrations of current
tools such as RenderMonkey and the PIX plug-in in addition to
future performance analysis tools currently in development will
be given. Lastly, a roadmap of future tools development will
be presented.
Title: DirectX Graphics Performance - Getting Every Bit You
Can
Speaker: Guennadi Riguer
Speaker Biography: Guennadi is an ISV Engineer at ATI Technologies,
where he is helping game engine developers to adopt new graphics
technologies. Guennadi holds a degree in Computer Science from
York University and has previously studied at Belorussian State
University of Computing and Electronics. Prior to joining ATI
Technologies he has worked on a variety of software development
projects.
A cold and objective look at the performance aspects of DirectX
games from the basic guidelines of what to do and why, though
the all too often subtle interactions of programming techniques,
and ending with a close look at a small handful of those special
apps that either fail or achieve in a spectacular way. Most
importantly you’ll leave with a handful of recommendations
that allow you to detect and cure the commonest failings of
90% of the cases that games developers meet.
Title: ATI SDK, Crossfire, Cobra video CODEC SDK
Speaker: Bill Bilodeau, Guennadi Riguer
ATI’s Software Developer's Kit (SDK) is intended to provide
developers with the inside scoop on getting the most out of ATI’s
latest products using Microsoft® DirectX® or OpenGL for
3D graphics. The SDK is a compilation of new and previously posted
information from the Developer Relations web site. Overviews
of ATI’s new Crossfire and Cobra video CODEC API’s
will also to be provided.
Title: Irradiance Volumes for Games
Speaker: Chris Oat
Speaker Biography: Chris Oat is a senior software engineer in
the 3D Application Research Group at ATI where he explores
novel rendering techniques for real-time 3D graphics applications.
As a member of ATI's demo team, his focus is on shader development
for current and future graphics platforms. He has published
several articles in the ShaderX and Game Programming Gems series
and has presented at game developer conferences around the
world.
Irradiance volumes have been used by the film industry as an
acceleration technique for high quality, photorealistic offline
rendering. These volumes store irradiance distribution functions
for points in space by utilizing some spatial partitioning structure
that serves as a cache. Sampling the volume allows the global
illumination of a point to be quickly calculated. Until recently,
irradiance volumes were impractical for interactive rendering
because of their high storage and bandwidth requirements but
it has been shown that spherical harmonics may be used for efficiently
compressing and integrating irradiance samples thus making pre-computed
irradiance volumes practical for real time rendering. Adaptive
sampling and storage techniques will be discussed for optimizing
preprocess and runtime computation costs. Generating spherical
harmonic gradients for storing and evaluating irradiance gradients
will also be presented. Pixel and vertex shader code will be
provided to demonstrate how this data can be efficiently used
at runtime for highly realistic real time lighting. Attendees
will come away from this lecture will valuable insight into the
theory and practical implementation details for adding irradiance
volume support to their next gen title.
Title: Practical Parallax Occlusion Mapping
Speaker: Natalya Tatarchuk
Speaker Biography: Natalya Tatarchuk
is a staff demo engineer in the demo group of ATI's 3D Application
Research Group, where
she is investigating novel graphics techniques in the real-time
domain for current and future platforms. In the past she has
been the lead for the tools group at ATI Research, working on
the RenderMonkey shader IDE. Natalya has been in the graphics
industry for many years, having previously worked on haptic 3D
modeling software, scientific visualization libraries, and other
projects. She has published articles in various technical book
series such as ShaderX and Game Programming Gems, and has presented
talks at Siggraph and at Game Developers Conferences worldwide.
Natalya graduated with BA's in Computers Science and Mathematics
from Boston University. She is currently pursuing an MS in Computer
Science with a concentration in Graphics at Harvard University
This presentation will review several existing techniques for
normal mapping, displacement mapping and parallax mapping in
the context of games. Pros and cons of each approach will be
discussed in relation to their relevance to the game content
creation pipeline and rendering. Additionally, we will present
a novel algorithm for rendering complex geometric surfaces
with perspective-correct details and soft self-occlusion based
shadows under varying light conditions. This technique, titled “parallax
occlusion mapping”, can be used effectively to generate
an illusion of complex geometry exhibiting correct motion parallax
as well as producing very convincing self-shadowing effects.
It takes advantage of the per-pixel capabilities of the latest
graphics hardware to compute all necessary quantities using
the programmable pipeline. The applicability of this technique
to arbitrary polygonal surfaces and its easy integration into
existing art pipelines with support for standard normal mapping
tools makes it highly relevant for game developers. The method
takes advantage of the new features of the latest generation
of graphics hardware as well as the next generation console
hardware giving higher visual results fidelity and improved
performance over other techniques. Additionally, we will present
a continuous level-of-detail approach with smooth transitions
for parallax occlusion mapping.
Title: Shadow Mapping Techniques
Speaker: John Isidoro
Speaker Biography: John R. Isidoro is a member of the
3D Applications Research Group at ATI Research where he works
on cutting edge
graphics techniques for cutting edge graphics hardware. He
has coauthored several articles in graphics programming books
including ShaderX 1, 2, and 3 and Game Programming Gems 2 and
3. He has also given presentations at conferences including
Siggraph, 3DPVT, Gametech and GDC, on topics ranging from Fur
Rendering, to non-rigid object tracking, to 3D reconstruction.
Shadow
mapping is a powerful technique for shadow computation, and
is rapidly becoming prevalent in next generation games due
to the ubiquitousness of high precision pixel shading capabilities
in modern graphics hardware. However shadow mapping algorithms
are often plagued by blocky aliasing artifacts and precision
based bias issues.
This talk describes a variety of shader based methods to improve
both the filtering quality and the performance of shadow mapping
algorithms in order to alleviate these problems in an efficient
manner. A variety of approaches will be compared and contrasted,
and a number of small but novel improvements to each algorithm
will be discussed.
Title: Demo Team Secrets: The Next Generation
Speakers: Natalya Tatarchuk, John Isidoro, Chris Oat,
Daniel Ginsburg
As graphics hardware becomes more powerful it
has become increasingly
difficult for programmers and artists to figure out just what
to do with all of it. In this talk, the demo team from ATI describes
a number of practical effects from past and future demos that
take advantage of leading edge hardware.
Title: Out-of-Core Rendering with Progressive Buffers
Speaker: John Isidoro
We introduce a novel out-of-core view-dependent
level of detail rendering system designed with modern GPU architectures
in mind.
Our approach keeps the data in static buffers and geomorphs between
different LODs using per-vertex weights for seamless transition.
Our method is the first such system to support texture mapping,
including a mechanism for texture LOD. This approach completely
avoids LOD pops and boundary cracks while gracefully adapting
to a specified framerate or level of detail. Our method is suitable
for all classes of GPUs that provide basic vertex shader programmability.
The contributions of our work include an entire preprocessing
and rendering system for view-dependent LOD rendering by geomorphing
static buffers using different per-vertex weights, a vertex buffer
tree to minimize the number of API draw calls when rendering
coarse-level geometry, and automatic methods for efficient, transparent
LOD control.
Title: OpenGL ES
Speaker: Daniel Ginsburg
Speaker Biography: Daniel Ginsburg is currently a Senior Software
Engineer on the demo team in the 3D Application Research Group
at ATI Research, where he works on the launch demos for ATI cards.
Prior to joining the 3DARG, Dan worked on the OpenGL driver team
for over four years, focusing most of his efforts on implementing
new extensions. Prior to joining ATI, Dan worked for n-Space,
Inc., an Orlando-based game development company. Dan graduated
with a BS in Computer Science from Worcester Polytechnic Institute
and is currently pursuing an MBA part-time at Bentley College.
OpenGL ES 2.0 represents a major milestone in the convergence
of graphics capabilities between desktop and handheld gaming
devices. The OpenGL ES 2.0 specification introduces the majority
of the functionality used by today’s desktop games into
the embedded space. The new version of OpenGL ES will have
a major impact on mobile game developers. In keeping with the
design goal of removing any redundancy from the API, the Khronos
group has completely removed fixed-function vertex/pixel processing.
While this change ushers in the shader era to mobile gaming,
it also means that mobile game developers will need to make
significant changes to their applications. It is the goal of
this presentation to review in detail what has changed in OpenGL
ES 2.0 and what the changes mean for mobile game development.
The presentation will begin by briefly reviewing the history
and design goals that drove the OpenGL ES specification. The
changes to the OpenGL ES API for version 2.0 will then be discussed
from three different directions: what has changed in GLSL, what
is new relative to OpenGL ES 1.1, and what has changed from OpenGL
2.0 on the desktop.
Title: Optimizing Handheld Games for ATI’s IMAGEON™ 2300
Speaker: Claude Benoit
Speaker Biography: Claude Benoit, M.Sc.A., MBA
Claude is
a biomedical engineer by trade, and has done research in 3D medical
imaging and low-power medical instrumentation.
For the past 17 years, he has been doing 3D computer graphics
software development including a 5 year term at SOFTIMAGE where
he was involved in everything rendering. He is a Technical Evangelist
at ATI’s Handheld Division where he promotes the IMAGEON™ product
line.
3D mobile games running on current generation cell phone are
driven by software rendering engines. Given the platforms’ low
CPU horsepower, it’s a constant battle between image quality
and rendering performance, where interactivity is on the losing
end. Enters the IMAGEON™ 2300, a full-featured 3D hardware
solution for mobile phones. The tables are now turned in favour
of stunning image quality, smoother interaction, and overall
better gameplay and immersion. This presentation describes the
IMAGEON™ 2300 internals and how to push 3D mobile games
to the next level on next generation handsets.
Title: ATI’s Handheld Software Developer's Kit
Speaker: Alan Roach
Speaker Biography: Alan is a member of
the Handheld ISV Relations team at ATI. He is focused on providing
technical support and
consultation to handheld software developers and coordinating
ATI's SDK projects for the Imageon product line. Alan's background
is in 3D software development, and he has a Bachelor of Math
degree in Computer Science from the University of Waterloo.
ATI’s Handheld Software Developer's Kit (SDK) is intended
to provide developers with the inside scoop on getting the most
out of ATI’s latest Handheld products.
Title: Publisher/Developer Handheld Platform Overview
Speaker: Jill Braff
Speaker Biography: Jill Braff,
General Manager of North America & Senior
Vice President of Worldwide Marketing Game industry veteran Jill
Braff leads Glu Mobile's corporate and consumer marketing initiatives,
including co-marketing programs with licensors and carriers.
Braff most recently consulted with Sega of America as interim
vice president of marketing and as a creative director at Konami
of America. She also worked with Sprint on its entry into 3G
wireless gaming. Prior to that, Braff held senior marketing positions
at Photopoint Corporation and MyFamily.com. She also held positions
at The Learning Company, Griffin Bacal and Nintendo of America.
Braff has a B.A. from Colgate University.
Why Mobile Matters – “GUI Speaks Out About the transition
from 2D to 3D and the challenges associated with that."
Learn about the key factors driving this revolution. Get a better
understanding of how game creators, build for the future and
what challenges are faced in today’s market.
Title: Qualcomm Gaming Road Map
Speaker: Dave Ligon, Senior Product Manager, QUALCOMM CDMA Technologies
Speaker Biography: David Ligon is responsible for the strategic
definition and development of QUALCOMM CDMA Technologies (QCT)
product offerings for wireless 3D graphics, gaming and content.
Prior to joining QUALCOMM, Ligon worked at Apple Computer, Inc.
where he led an architecture group that developed a video processor,
and was also responsible for the initial CODEC and effects microcode
for that architecture. Ligon also worked for Silicon Graphics,
Inc. (SGI), where he was responsible for developing algorithms
for advanced 3D graphics and 2D imaging hardware, multiprocessing
and high-bandwidth data transfer architecture.
Attend this session and you will walk away with an understanding
of QUALCOMM's MSM chipset roadmap for graphics, audio and location
based technologies for gaming. You will hear descriptions of
QUALCOMM developed graphics subsystems as well as MSM chipsets
incorporating ATI's graphics technology. You will also get a
better understanding of BREW API technologies including standards,
tools and performance, on a per chip basis. This session will
give you a good context for session T-602: Optimizing for the
MSM platform: Developing Games for Current and Upcoming Chipset
Platforms.