Presentations
GDC 2005 Video
Title: Advanced Visual Effects with Direct3D
ATI Speakers: Jason Mitchell, Richard Huddy, Natalya Tatarchuk
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Description:
Brought to you with the collaboration of the industry's
leading hardware and software vendors, this day-long
tutorial provides an in-depth look at the Direct3D technologies
in DirectX 9 and how they can be applied to cutting-edge
game graphics. After a review of the latest API improvements
and shader models, a variety of special effects which
illustrate their use in game content are discussed and
demonstrated. This includes detailed presentations from
ATI’s demo team as well as top game developers
who ship real games into the marketplace. In addition
to illustrating the details of rendering advanced real-time
visual effects, this tutorial covers a series of vendor-neutral
optimizations that developers need to keep in mind when
designing their engines and shaders.
Title: Next Generation Rendering With OpenGL.
ATI Speakers: Evan Hart, Bill Licea-Kane
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Presentation
Description:
Brought to you with the collaboration of the industry's
leading graphics hardware vendors, this day-long tutorial
provides an in-depth look at the latest technologies
in OpenGL, and how they can be applied to next generation
game graphics. The tutorial includes detailed descriptions
of the latest features of OpenGL 2.0 and the latest extensions,
followed by several case-studies of new rendering effects
that are enabled by these features. The tutorial also
focuses on optimizing shaders for maximum interactive
performance.
Title: DirectX Graphics Performance - getting every bit
you can.
Speaker: Richard Huddy
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Presentation
Description:
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.
Speaker’s Bio:
Richard Huddy has managed the European Developer Relations
group within ATI since the summer of 2002 and has worked
in games for more than 14 years. For most of that time,
he has specialized in high-performance 3D graphics. He
worked with both RenderMorphics and Criterion Software
developing their low-level APIs before moving on to work
as a device driver writer specializing in Direct3D optimization.
Immediately before joining ATI, Richard spent four years
at NVIDIA running their European Developer Relations
team. Richard's primary focus is now teaching game programmers
how to get the best from modern high-performance architectures
using Direct3D. Richard has been a regular contributor
at Microsoft's Meltdown conferences and taught at the
annual GDC, GDCE, EDF and Creativity events. He lives
in England and is proud of that fact.
Title: Precomputed Radiance Transfer and Spherical Harmonic
Lighting Techniques for Games
Speaker: Chris Oat
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Presentation
Description:
Pre-computed Radiance Transfer (PRT) and
Spherical Harmonic (SH) based lighting solutions have entered
the mainstream of real-time graphics. This relatively new
lighting technique offers many advantages to engine programmers
in both performance and advanced lighting realism. Pre-sampled
irradiance and irradiance gradients for non-distant, mid-range
lighting will be discussed along with methods for using
PRT with dynamic, deformable geometry. This presentation
will also cover lighting algorithms that mix PRT with more
traditional lighting techniques.
Speaker's Bio:
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.
Title: Bringing Hollywood to Real-time
Speaker: Abe Wiley
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Presentation
Description:
Artists face a variety of issues when designing art that
pushes the limits of next generation hardware, as the
market demands that games look more and more like films
yet still render in real time. This talk looks at techniques
for taking Hollywood style effects intended for film
and recreating them on next generation graphics hardware.
The talk will address issues faced by ATI's 3D Application
Research Group's art team in the creation of the Ruby demos
which were created in partnership with RhinoFX, a film
and video post-production house. Topics discussed will
include communication challenges between a film house and
a real-time house, the production pipeline which evolved,
and specific solutions for creating a cinematic look using
graphics hardware.
Speaker’s Bio:
Abe Wiley is a 3D Artist in ATI’s 3D Application
Research Group where he works on graphics demos as part
of ATI’s Demo Team. Abe recently joined ATI after
4 years in the game industry where he worked as a 3D artist
and animator at Impressions Games, a Cambridge MA based
game development company that focused on Real Time Strategy
Games. Prior to that, he worked for The Big Machine as
a 3D artist and animator on several television spots, including
Station ID animations for The Discovery Channel. Abe received
his BFA degree in Computer Graphics from Syracuse University.
Title: Effects Breakdown - How’d They Do That
Speakers: Thorsten Scheuermann, Natalya Tatarchuk, Daniel
Ginsburg
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Presentation
Description:
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.
Note: This talk overlaps with the booth crawl in the exhibition.
To ensure that attendees don’t miss out on valuable
drinking time, beer will be provided during the break.
Speaker Bio’s:
Thorsten Scheuermann is a senior software engineer in ATI’s
3D Application Research Group where he works on graphics
demos and novel rendering techniques as part of ATI’s
Demo Team. He has published articles in ShaderX3 and Game
Programming Gems 5 and has given presentations at GDC and
SIGGRAPH. Prior to working at ATI Thorsten was a member
of the Effective Virtual Environments research group at
the University of North Carolina at Chapel Hill. Thorsten
received a Master’s degree in Computer Science from
UNC and previously studied at the University of Karlsruhe
in Germany.
Natalya is a Senior Software Engineer in the ATI’s
3D Application Research Group where she is investigating
innovative graphics techniques in the real-time domain
for current and future platforms as a contributor in the
demo group. In the past she has been the lead for the tools
group at the 3D Application Research Group, working on
a pioneering real-time shader development environment RenderMonkeyTM
IDE. Natalya has been in the graphics industry for many
years, previously working on award-winning haptic 3D modeling
software, scientific visualization libraries and various
other projects. She has published articles in the ShaderX
books, Game Programming Gems, Game Developer magazine and
Gamasutra.com, amongst others. She has presented novel
techniques at various conferences throughout the world,
including Siggraph sketches and presentations, GDC, GDC-Europe,
Microsoft Meltdown and Russian GDCs. Natalya graduated
with BAs in Computers Science and Mathematics from Boston
University and is currently pursuing an MS in Computer
Science with concentration in Graphics at Harvard University.
Dan 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. He has worked on features
for the Rage128 and Radeon-series OpenGL drivers including
cubemaps, 3-D textures, full-scene anti-aliasing, fragment
shaders, and GLSL. He has also participated in specifying
several OpenGL extensions that have been approved by the
Architecture Review Board (ARB). 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.
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