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Technical Publications
Here you will find technical publications from ATI covering
a diverse range of advanced real-time 3D graphics topics. These reports
provide a deep understanding of ATI hardware, allowing you to achieve
the ultimate in photorealistic 3D graphics performance.
2008
Conference Proceedings Publications
Conference Sketches
- Barczak, J., Tatarchuk, N., Oat, C. GPU-Based Scene Management
for Rendering Large Crowds. SIGGRAPH Asia 2008 Sketch, SESSION:
GPU-Based Methods, December 2008. [PDF]
[Slides]
[Movie]
- Shopf, J., Oat, C., Barczak, J. GPU Crowd Simulation. SIGGRAPH
Asia 2008 Sketch, SESSION: GPU-Based Methods, December 2008.
[PDF]
[Slides]
[Movie]
- Tatarchuk, N., Barczak, J., Purnomo, B. GPU Tessellation for
Detailed, Animated Crowds. SIGGRAPH Asia 2008 Sketch, SESSION:
GPU-Based Methods, December 2008.
[PDF] [Slides] [Movie]
Journal Publications
- Tatarchuk, N., Shopf, J., and DeCoro, P. (Princeton University).
2008. Advanced interactive medical visualization on the GPU.
Journal of Parallel and Distributed Computing. Vol. 68, N. 10,
ISSN 0743-7315, October 2008. [PDF]
[Movie 1]
[Movie 2]
Conference Course Notes
- Siggraph 2008
- Advances in Real-Time Rendering in 3D Graphics and Games,
Course, Siggraph 2008, Los Angeles, CA. Full
course notes PDF
- Chen, H. and Liu, X. 2008. (Bungie). Lighting and Material
in Halo 3. ACM SIGGRAPH 2008: Proceedings of the conference
course notes, Advances in Real-Time Rendering in 3D Graphics
and Games, Chapter
1, pp. 1-22, Los Angeles, CA, August 2008. PDF
- Mittring, M. (Crytek). 2008. Advanced Virtual Texture
Topics. ACM SIGGRAPH 2008: Proceedings of the conference
course notes, Advances in Real-Time Rendering in 3D Graphics
and Games, Chapter
2, pp. 23-51, Los Angeles, CA, August 2008. PDF
- Shopf, J., Barczak, J., Oat, C. and Tatarchuk, N. 2008.
March of the Froblins: Simulation and Rendering Massive
Crowds of Intelligent and Detailed Creatures on GPU. ACM
SIGGRAPH 2008: Proceedings of the conference course notes,
Advances in Real-Time Rendering in 3D Graphics and Games,
Chapter
3, pp. 52-101, Los Angeles, CA, August 2008. PDF
- Boulton, M. (Rare). 2008. Using Wavelets with Current
and Future Hardware. ACM SIGGRAPH 2008: Proceedings of the
conference course notes, Advances in Real-Time Rendering
in 3D Graphics and Games, Chapter
4, pp. 103-132, Los Angeles, CA, August 2008. PDF
- Filion, D. and McNaughton, R. (Blizzard Entertainment).
2008. StarCraft II: Effects & Techniques. ACM SIGGRAPH 2008:
Proceedings of the conference course notes, Advances in
Real-Time Rendering in 3D Graphics and Games, Chapter
5, pp. 133-164, Los Angeles, CA, August 2008. PDF
Presentations
- Siggraph 2008
- Advances in Real-Time Rendering in 3D Graphics and Games,
Course, Siggraph 2008, Los Angeles, CA.
- Tatarchuk, N. Advances in Real-Time Rendering in 3D Graphics
and Games: Research Directions and Practical Solutions (Introduction).
ACM SIGGRAPH 2008: Advances in Real-Time Rendering in 3D
Graphics and Games, Course, Siggraph 2008, Los Angeles,
CA. [Slides
PDF]
- Chen, H. and Liu, X. 2008. (Bungie). Lighting and Material
in Halo 3. ACM SIGGRAPH 2008: Advances in Real-Time Rendering
in 3D Graphics and Games, Course, Siggraph 2008, Los Angeles,
CA. [Slides
PDF]
- Mittring, M. (Crytek). 2008. Advanced Virtual Texture
Topics. ACM SIGGRAPH 2008: Advances in Real-Time Rendering
in 3D Graphics and Games, Course, Siggraph 2008, Los Angeles,
CA. [Slides
PDF]
- Oat, C. and Tatarchuk, N. 2008. Simulation and Rendering
Massive Crowds of Intelligent and Detailed Creatures on
GPU. ACM SIGGRAPH 2008: Advances in Real-Time Rendering
in 3D Graphics and Games, Course, Siggraph 2008, Los Angeles,
CA. [Slides
PDF]
[Video:
Demo] [Video:
Crowd Simulation]
- Boulton, M. (Rare). 2008. Using Wavelets with Current
and Future Hardware. ACM SIGGRAPH 2008: Advances in Real-Time
Rendering in 3D Graphics and Games, Course, Siggraph 2008,
Los Angeles, CA. [Slides
PDF]
- Filion, D. and McNaughton, R. (Blizzard Entertainment).
2008. StarCraft II: Effects & Techniques. ACM SIGGRAPH 2008:
Advances in Real-Time Rendering in 3D Graphics and Games,
Course, Siggraph 2008, Los Angeles, CA. [Slides
PDF]
- Scheib, V. (Emergent Technologies). 2008. Practical Parallel
Rendering with DirectX 9 and 10. Windows PC Command Buffers.
ACM SIGGRAPH 2008: Advances in Real-Time Rendering in 3D
Graphics and Games, Course, Siggraph 2008, Los Angeles,
CA. [Slides
PDF]
- Gamefest 2008
- Tatarchuk, N., 2008. Advanced Topics in GPU Tessellation:
Algorithms and Lessons Learned. Gamefest 2008 Presentation.
Seattle, WA. [Slides
PDF]
- CGO 2008
- Rubin, N., 2008. “Issues and Challenges in Compiling for
Graphics Processors” (keynote talk). International Symposium
on Code Generation and Optimization (CGO), Boston, Ma. Slides
Video
- GDC 2008
- Advanced Direct3D Tutorial Day
- Tatarchuk, N. 2008. Future-Proof Games with Real-Time
Tessellation. Conference Session. Advanced Direct3D Tutorial
Day, Game Developer's Conference, February 18, 2008, San
Francisco, CA. Slides
- Vlachos, A. (Valve) Post Processing in The Orange Box.
Conference Session. Advanced Direct3D Tutorial Day, Game
Developer's Conference, February 18, 2008, San Francisco,
CA. Slides
- Grün, H., Story, J. and Llamas, I. (NVIDIA). Harnessing
the Power of Multiple GPUs. Conference Session. Advanced
Direct3D Tutorial Day, Game Developer's Conference, February
18, 2008, San Francisco, CA Slides
- Huddy, R. DirectX10.1: DirectX 10 and then some…
Conference Session. Advanced Direct3D Tutorial Day, Game
Developer's Conference, February 18, 2008, San Francisco,
CA. Slides
- AMD Sponsored Sessions
- Ginsburg D., Zarge J. The Ultimate Developers Toolkit.
AMD Sponsored Session. GDC 2008. February 20, 2008, San
Francisco, CA Slides
- Thibieroz, N. Ultimate Graphics Performance for DirectX
10 Hardware. AMD Sponsored session. GDC 2008. February
18-22, 2008, San Francisco, CA. Slides
- Bilodeau, B., Lohrmann, P. Tessellation in a Low Poly
World. AMD Sponsored Session. GDC 2008. February 18-22,
2008, San Francisco, CA. Slides
- Story, J., Grün, H. Harnessing the Power of Multiple
GPUs. AMD Sponsored Session. GDC 2008. February 18-22,
2008, San Francisco, CA Slides
- GDC Mobile
- Ribble M. 2008. Next-Gen Tile Based GPUs. Conference
Session. GDC Mobile 2008. February 19, 2008, San Francisco,
CA. Slides
- ACM SIGGRAPH Symposium on Interactive 3D Graphics and
Games (I3D'08)
- Tatarchuk, N. Tomorrow's Rendering Today: High Quality Interactive
Rendering with Real-Time Tessellation on GPU. Invited industry
talk. ACM SIGGRAPH Symposium on Interactive 3D Graphics and
Games (I3D'08). March, 2008. Redwood City, CA Slides
2007
Presentations
- Workshop on General Purpose Processing on Graphics Processing Units 2007
- Tatarchuk, N. 2007. Advances in Real-Time Medical Visualization Using GPU. GPGPU Workshop 2007, Boston, MA. October 2007. Slides
Conference Proceedings Publications
Conference Papers
- Nehab, D., Sander, P.V., Lawrence, J., Tatarchuk, N., Isidoro, J. Accelerating Real-Time Shading with Reverse Reprojection Caching. GH '07: Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, pp. 25-35, San Diego, CA, August 2007Reprojection BibTex PDF Movie Slides
- Sander, P. V., Nehab, D., Barczak, J. Fast Triangle Reordering for Vertex Locality and Reduced Overdraw. In proceedings of ACM Transactions on Graphics - SIGGRAPH 2007, San Diego, California, July 2007, Volume 26, Issue 3, Article 89. August 2007. Tootle2_
BibTex PDF Slides
- DeCoro, C., Tatarchuk, N. Real-time Mesh Simplification
Using the GPU. To appear in proceedings of ACM SIGGRAPH
Symposium on Interactive 3D Graphics and Games (SI3D '07). MeshSimpl
BibTex PDF Project
Page (Princeton)
- Oat, C., Sander, P. V. 2007. Ambient Aperture Lighting.
To appear in proceedings of ACM SIGGRAPH Symposium on
Interactive 3D Graphics and Games (SI3D '07). AmbAperture
BibTex PDF
- Scheuermann, T., Hensley, J. 2007. Efficient Histogram
Generation Using Scattering on GPUs. To appear in proceedings
of ACM SIGGRAPH Symposium on Interactive 3D Graphics
and Games (SI3D '07). GPU
Histogram BibTex PDF
Conference Course Notes
- SIGGRAPH 2007
- Advanced Real-Time Rendering in 3D Graphics and Games, Course 28 Full course notes PDF. Individual chapters:
- Green, C. (Valve) 2007. Efficient Self-Shadowed Radiosity Normal Mapping. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 1-8. 2007 Chapter 1 Bibtex Course notes, Chapter 1
- Green, C. (Valve) 2007. Improved Alpha-Tested Magnification for Vector Textures and Special Effects. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 9-18. 2007 Chapter 2 Bibtex Course notes, Chapter 2
- Mitchell, J. L., Francke, M., and Eng, D. (Valve). 2007. Illustrative Rendering in Team Fortress 2. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 19-32. 2007 Chapter 3 Bibtex Course notes, Chapter 3
- Oat, C. (AMD) 2007. Animated Wrinkle Maps. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 33-37. 2007 Chapter 4 Bibtex Course notes, Chapter 4
- Andersson, J. (DICE) 2007. Terrain Rendering in Frostbite Using Procedural Shader Splatting. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 38-58. 2007 Chapter 5 Bibtex Course notes, Chapter 5
- Galoppo, N., Otaduy, M. A., Mecklenburg, P., Gross, M., and Lin, M. C. (UNC / ETH Zurich) 2007. Dynamic Deformation Textures. GPU-Accelerated Simulation of Deformable Models in Contact. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 59-79. 2007 Chapter 6 Bibtex Course notes, Chapter 6
- Drone, S. (Microsoft) 2007. Real-Time Particle Systems on the GPU in Dynamic Environments. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 80-96. 2007 Chapter 7 Bibtex Course notes, Chapter 7
- Mittring, M. (Crytek) 2007. Finding Next Gen – CryEngine 2. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 97-121. 2007 Chapter 8 Bibtex Course notes, Chapter 8
- Tatarchuk, N. (AMD), Shopf, J. (AMD), DeCoro, C. (Princeton / AMD). 2007. Real-Time Isosurface Extraction Using the GPU Programmable Geometry Pipeline. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 122-137. 2007 Chapter 9 Bibtex Course notes, Chapter 9
Conference Sketches
- Hensley, J., Isidoro, J., Preetham, A. J. Combining computer vision and physics simulations using GPGPU. SIGGRAPH 2007 Sketch, SESSION: Looking good, Article No. 79, August 2007.
DepthExtraction BibTex PDF Slides
Conference Posters
- Dachsbacher, C., Tatarchuk, N. Prism Parallax Occlusion
Mapping with Accurate Silhouette Generation. To appear in
proceedings of ACM SIGGRAPH Symposium on Interactive
3D Graphics and Games (SI3D '07) as poster. PrismPOM
BibTex PDF Video
Presentations
-
ACM Siggraph 2007
- Course 24: GPGPU: General-Purpose Computation on Graphics Hardware
- Hensley, J. Close to the Metal. Course 24 - GPGPU: General-Purpose Computation on Graphics Hardware. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Hensley, J. and Yang, J. Tuning GPGPU Applications for Performance. Course 24 - GPGPU: General-Purpose Computation on Graphics Hardware. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Course 28: Advanced Real-Time Rendering in 3D Graphics and Games
- NOTE about the course notes: An updated version with more material will be posted on this webpage shortly, please check back in two weeks
- Tatarchuk, N. Course Introduction. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Drone, S. Real-Time Particle System on the GPU in Dynamic Environments. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Galoppo, N. Dynamic Deformation Textures. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides Project
web page
- Green, C. Surface Detail Maps with Soft Self-Shadowing. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Green, C. Simple, Fast Vector Texture Maps on GPU. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Tatarchuk, N. Real-Time Tessellation on GPU. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Boulton, M. Tessellation in Viva Piñata. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
Movie: Morph Animation with Tessellation
- Mitchell, J. Interactive Illustrative Rendering in Team Fortress 2. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Andersson, J. Terrain Rendering in Frostbite using Procedural Shader Splatting Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Oat, C. Real-Time Wrinkles. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides Movie
- Mittring, M. Finding Next Gen CryEngine2. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Sander, P. V., Nehab, D., Barczak, J. Fast Triangle Reordering for Vertex Locality and Reduced Overdraw. In proceedings of ACM Transactions on Graphics - SIGGRAPH 2007, San Diego, California, July 2007, Volume 26, Issue 3, Article 89. August 2007. Tootle2_BibTex PDF Slides
- Hensley, J., Isidoro, J., Preetham, A. J. Combining computer vision and physics simulations using GPGPU. SIGGRAPH 2007 Sketch, SESSION: Looking good, Article No. 79, August 2007. DepthExtraction_BibTex PDF Slides
- Technical talks
- Wiley, A. and Scheuermann, T. The Art and Technology of Whiteout. AMD Technical Talk, ACM SIGGRAPH, San Diego, CA. August 2007. Slides Movie
- Tatarchuk, N. and Shopf, J. Real-Time Medical Visualization with FireGL. AMD Technical Talk, ACM SIGGRAPH, San Diego, CA. August 2007. Slides Movie
Graphics Hardware 2007
- Doggett, M. AMD's Radeon HD 2900. Hot 3D Session, Graphics Hardware 2007. San Diego, CA, August 2007. Slides
- Nehab, D., Sander, P.V., Lawrence, J., Tatarchuk, N., Isidoro, J. Accelerating Real-Time Shading with Reverse Reprojection Caching. GH '07: Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, pp. 25-35, San Diego, CA, August 2007. Reprojection BibTex PDF Movie Slides
GDC 2007
- Ginsburg, D. OpenGL ES 2.0 : Start Developing Now. Conference Session.
GDC 2007. March 5-9, 2007, San Francisco, CA. Slides
- Advanced Direct3D Tutorial Day
- Riguer, G. DirectX10: Porting, Performance and “Gotchas”.
Conference Session. GDC 2007. March 5-9, 2007, San
Francisco, CA. Slides
- Tatarchuk, N. The Importance of Being Noisy: Fast, High Quality
Noise. Conference Session. GDC 2007. March 5-9, 2007, San Francisco,
CA. Slides
- Wenzel, C. (Crytek) Real-time Atmospheric Effects in Games
Revisited. Conference Session. GDC 2007. March 5-9, 2007, San
Francisco, CA. Slides
- AMD Sponsored Sessions
- Andersson, J. (DICE), Tatarchuk, N. Frostbite Rendering
Architecture and Real-time Procedural Shading & Texturing
Techniques. AMD Sponsored Session. GDC 2007. March 5-9,
2007, San Francisco,
CA. Slides
- Gruen, H. Performance Profiling with AMD GPU Tools: A Case
Study. AMD Sponsored Session. GDC 2007. March 5-9, 2007, San
Francisco, CA. Slides
- Shopf, J., Debuy, S. Procedural Tools and Techniques for
Current and Future Game Platforms. AMD Sponsored Session. GDC
2007. March 5-9, 2007, San Francisco, CA. Part
1: Gettin' Procedural (Slides)
- Zarge, J., Sowerby, S. AMD Graphics Developer Performance
Tools. AMD Sponsored Session. GDC 2007. March 5-9, 2007, San
Francisco, CA. Slides
2006
Conference Proceedings Publications
-
Conference Papers
- Tatarchuk, N., Isidoro, J. R. 2006. Artist-Directable Real-Time Rain Rendering in City Environments. In Proceedings of Eurographics Workshop on Natural Phenomena, Vienna, Austria. Rain Bibtex [PDF]
- Tatarchuk, N. 2006. Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '06), pp. 63-69. POM Bibtex [PDF]
- Nehab, D. (Princeton University), Barczak, J. (University of Maryland, Baltimore County), Sander, P. V. 2006. Triangle Order Optimization for Graphics Hardware Computation Culling. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '06), pp. 207-211. Tootle
Bibtex [PDF] Tootle webpage
Conference Course Notes
- Sander, P.V. , Mitchell J.L. (Valve). 2006. Out-of-Core Rendering
of Large Meshes with Progressive Buffers. ACM SIGGRAPH 2006: Proceedings
of the conference on SIGGRAPH 2006 course notes, course 26, Advanced
Real-Time Rendering in 3D Graphics and Games, pp. 1-18. Chapter
1 Bibtex [Course Notes, Chapter 1]
- Sander, P.V., Isidoro, J. R. 2006. Animated Skybox Rendering and
Lighting Techniques. ACM SIGGRAPH 2006: Proceedings of the conference
on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering
in 3D Graphics and Games, pp. 25-28. Chapter
2 Bibtex [Course Notes, Chapter 2]
- Tatarchuk, N. 2006. Artist-Directable Real-Time Rain Rendering
in City Environments. ACM SIGGRAPH 2006: Proceedings of the conference
on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering
in 3D Graphics and Games, pp. 29-70. Chapter
3 Bibtex [ Course Notes, Chapter 3]
- Oat, C. 2006. Rendering Gooey Materials with Multiple Layers. ACM
SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course
notes, course 26, Advanced Real-Time Rendering in 3D Graphics and
Games, pp. 71-79. Chapter
4 Bibtex [Course Notes, Chapter 4]
- Tatarchuk, N. 2006. Practical Parallax Occlusion Mapping with
Approximate Soft Shadows for Detailed Surface Rendering. ACM SIGGRAPH
2006: Proceedings of the conference on SIGGRAPH 2006 course notes,
course 26, Advanced Real-Time Rendering in 3D Graphics and Games,
pp. 87-118. Chapter
5 Bibtex [Course Notes, Chapter 5]
- Oat, C., Sander, P. V. 2006. Ambient Aperture Lighting. ACM
SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course
notes, course 26, Advanced Real-Time Rendering in 3D Graphics and
Games, pp. 149-152. Chapter
8 Bibtex [Course Notes, Chapter 8]
Conference Sketches
- Nehab, D., Sander, P. V., Isidoro, J. R. 2006. The Real-Time Reprojection
Cache. ACM SIGGRAPH sketch, Reprojection
Cache Bibtex [PDF]
- Peercy, M., Segal, M., Gerstmann, D. 2006. A Performance-Oriented
Data Parallel Virtual Machine for GPUs. ACM SIGGRAPH Sketch. PODPVM
Bibtex [PDF]
Conference Posters
- Tatarchuk, N., Isidoro, J. R. 2006. Artist-Directable Real-Time Rain Rendering in City Environments. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '06) Poster, p. 30. Rain Poster
Bibtex [PDF] [Poster]
- Sander, P. V., Isidoro, J. R. 2006. Compressing and Managing Large
Datasets for The Real-Time Parthenon Demo. ACM SIGGRAPH Symposium
on Interactive 3D Graphics and Games (SI3D '06) Poster, p. 14. Parthenon
Poster Bibtex [PDF]
[Poster]
Book Chapter Publications (Refereed)
- Isidoro, J. R. 2006. Edge Masking and Per-Texel Depth Extent Propagation For Computation Culling During Shadow Mapping. ShaderX5: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media (1st edition) Edge
Masking Bibtex
- Tatarchuk, N. 2006. Dynamic Parallax Occlusion Mapping with Soft
Shadows. ShaderX5: Advanced Rendering Techniques,
Wolfgang Engel, Ed., Charles River Media (1st edition) POM
SX5 Bibtex
- Oat, C. 2006. Irradiance Volumes for Real-Time Rendering. ShaderX5:
Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles
River Media (1st edition) Irradiance
Volumes Bibtex
- Ginsburg, D. 2006. Developing an Engine for OpenGL v2.0 and OpenGL
ES v.2.0. ShaderX5: Advanced Rendering Techniques,
Wolfgang Engel, Ed., Charles River Media (1st edition) OGL
Engine Bibtex
- Sander, P. V., Tatarchuk, N., Mitchell, J. L. 2006. Early-Z Culling
for Efficient GPU-Based Fluid Simulation. ShaderX5:
Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River
Media (1st edition) FluidFlow
Bibtex
- Tatarchuk, N. 2006. Rendering Multiple Layers of Rain with A
Post-Processing Composite Effect. ShaderX5:
Advanced Rendering Techniques, Engel, Ed., Charles River Media
(1st edition) Rain
SX5 Bibtex
Presentations
-
- Eurographics 2006
- Tatarchuk, N. ATI ToyShop. Animation Track, Best of Eurographics
Animation Festival, Eurographics, Vienna, Austria, September
2006. Slides MPG
320 x 240 Download
- Eurographics Workshop on Natural Phenomena 2006
- Tatarchuk, N. Artist-Directable Real-Time Rain Rendering in City
Environments. Eurographics Workshop on Natural Phenomena, Vienna,
Austria, September
2006.
Slides Paper
PDF
- ACM Siggraph 2006
- Scheuermann, T. Render to Vertex Buffer with D3D9. Course 3:
GPU Shading and Rendering. Siggraph, Boston, MA. August 2006.
Slides
- Tatarchuk, N. Advanced Real-Time Rendering in 3D Graphics
and Games - Introduction. Course 26: Advanced Real-Time Rendering
in 3D Graphics and Games. Siggraph, Boston, MA. August 2006.
Slides
- Sander, P. The Parthenon Demo: Preprocessing and Real-Time
Rendering Techniques for Large Datasets. Course 26: Advanced
Real-Time
Rendering in 3D Graphics and Games. Siggraph, Boston, MA.
August 2006. Slides
- Oat, C. Rendering Gooey Materials with Multiple Layers .
Course 26: Advanced
Real-Time Rendering in 3D Graphics
and Games.
Siggraph, Boston, MA.
August 2006. Slides
- Evans, A. (Media Molecule). Fast Approximations for Global
Illumination on Dynamic Scenes. Course 26: Advanced Real-Time
Rendering in
3D Graphics and Games. Siggraph, Boston, MA. August 2006.
Slides
- Tatarchuk, N. Parallax Occlusion Mapping for Detailed
Surface Rendering. Course 26: Advanced Real-Time Rendering
in 3D
Graphics and Games. Siggraph, Boston, MA. August 2006.
Slides
- Mitchell, J. (Valve) Shading in Valve’s Source Engine.
Course 26: Advanced Real-Time Rendering in 3D Graphics and Games.
Siggraph, Boston, MA. August 2006. Slides
- Tatarchuk, N. Artist-Directable Real-Time Rain Rendering
in City Environments. Course 26: Advanced Real-Time
Rendering in 3D Graphics
and Games. Siggraph, Boston, MA. August 2006. Slides
- Oat, C. Ambient Aperture Lighting. Course 26: Advanced
Real-Time Rendering in 3D Graphics and Games. Siggraph,
Boston, MA.
August 2006. Slides
- Wenzel, C. (Crytek) Real-Time Atmospheric Effects
in Games. Course 26: Advanced Real-Time Rendering
in 3D
Graphics
and Games. Siggraph,
Boston, MA.
August 2006. Slides
- Gerstmann, D. A Performance-Oriented Data Parallel Virtual
Machine for GPUs. SIGGRAPH 2006. Boston, MA. August 2006. link tech
report
- ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
(SI3D 2006)
- Tatarchuk, N. Dynamic Parallax Occlusion Dynamic Parallax
Occlusion Mapping with Approximate Mapping with Approximate
Soft Shadows Soft Shadows. SI3D 2006. Redwood City, CA. March
2006. link
- Sander, P. V. Triangle Order Optimization for Efficient
Graphics Hardware Computation Culling. SI3D 2006. Redwood City,
CA. March 2006. link
- GDC 2006
- Advanced Direct3D Tutorial Day
- Tatarchuk, N. Artist-Directable Real Real-Time Rain
Rendering in Time Rain Rendering in City Environments.
GDC 2006, Advanced D3D Tutorial Day. March 2006, San
Jose, CA. link
- Tatarchuk, N. Practical Parallax
Occlusion Mapping For Highly Detailed Surface Rendering. Conference
Session. GDC 2006. March 2006, San Jose, CA. link
- Isidoro, J. R. Shadow Mapping: GPU-based Tips and Techniques.
Conference Session. GDC 2006. March 2006, San Jose, CA.slides
- ATI Sponsored Sessions
- Isidoro, J. The Ancient Temples, The Modern Cities,
and the Stars: GPU Journeys with the ATI demo team Part
I: Parthenon. GDC 2006, ATI Sponsored Session. March
2006, San Jose, CA. link
- Oat, C. Efficient Shader Tricks. GDC 2006, ATI Sponsored
Session. March 2006, San Jose, CA. link
- Tatarchuk, N. The Ancient Temples, The Modern Cities,
and the Stars: GPU Journeys with the ATI demo team Part
III: The Galaxies. GDC 2006, ATI Sponsored Session. March
2006, San Jose, CA. link
- Tatarchuk, N. The Ancient Temples, The Modern Cities,
and the Stars: GPU Journeys with the ATI demo team Part
II: ToyShop Revealed. GDC 2006, ATI Sponsored Session.
March 2006, San Jose, CA. link
- Zarge, J. Squeezing Performance out of your Game with
ATI Developer Performance Tools and Optimization Techniques.
GDC 2006, ATI Sponsored Session. March 2006, San Jose,
CA. link
- GLES Tutorial Day
- Ginsburg, D. Advanced Rendering Techniques with OpenGL
ES 1.1+. GDC 2006, GLES Tutorial Day. March 2006, San
Jose, CA. link
- Ginsburg, D. OpenGL ES 1.1+ and ES 2.0. GDC 2006,
GLES Tutorial Day. March 2006, San Jose, CA. link
- OpenGL Tutorial Day
- Licea-Kane, B. Advanced Visual Effects with Advanced
Visual Effects with OpenGL OpenGL. GDC 2006, OpenGL Tutorial
Day. March 2006, San Jose, CA. link
- GDCMobile 2006
- Ginsburg, D. Change to OpenGL ES 2.0: Shaders Go Mobile.
GDCMobile 2006. March 2006, San Jose, CA. link
- KRI 2006 (Russian Game Developer Conference)
- Tatarchuk, N. Practical Parallax Occlusion Mapping For Highly
Detailed Surface Rendering. KRI 2006. Moscow, Russia. link
- Tatarchuk, N. Artist-Directable Real-Time Rain Rendering
in City Environments. KRI 2006. Moscow, Russia. link
- Tatarchuk, N. The Ancient Temples, The Modern Cities, and
the Stars: GPU Journeys with the ATI Demo Team. Part II: ToyShop
Revealed. KRI 2006. Moscow, Russia. link
- XFest 2006
- Wiley, A. ToyShop: The Devil is in the Details. Seattle,
WA. London, England.
- Academia
- Tatarchuk, N. 2006. Real-Time Skin Rendering. Boston University, Boston, MA. April 2006.
- Tatarchuk, N. 2006. Graphics Research at ATI. Graphics Hardware Day,
CSAIL, MIT, Cambridge, MA. July 2006
- Bleiweiss, A. 2006. GPU for Game Computing. Center for Graphics and Geometric Computing, Technion University, Haifa, Israel. Slides
2005
Conference Proceedings Publications
-
Conference and Journal Papers
- Hensley, J. (UNC), Scheuermann, T., Coombe G. (UNC), Singh, M.
(UNC), Lastra, A. (UNC) 2005. Fast Summed-Area Table Generation and
its Applications. In Proceedings of Eurographics '05. SAT
Bibtex [PDF]
[Video]
- Sander, P.V., and Mitchell, J. L. 2005. Progressive Buffers: View-dependent
Geometry and Texture LOD Rendering. In Proceedings of Eurographics
Symposium on Geometry Processing ProgBuffers
Bibtex [PDF]
- Amor, M., Boo, M., Straser, W., Hirche, J., Doggett, D. A Meshing
Scheme for Efficient Hardware Implementation of Butterfly Subdivision
Surfaces using Displacement Mapping. IEEE Computers Graphics and
Applications. March/April 2005, Volume 25, Number 2. Mesh_BibTex [PDF]
- Strzodka, R., Doggett, M. and Kolb, A. 2005. Scientific computation
for simulations on programmable graphics hardware. Simulation Modelling
Practice and Theory, Special Issue: Programmable Graphics Hardware,
13(8):667–680, Nov 2005. Strzodka
BibTex [PDF]
Conference Course Notes
- Bleiweiss, A. 2005. Shading Compilers. ACM SIGGRAPH 2005: Proceedings of the conference on SIGGRAPH 2006 course notes, course 3, GPU Shading and Rendering. Notes Slides
Conference Sketches
- Isidoro, J. R. and Mitchell, J. L. 2005. Angular Extent Filtering
with Edge Fixup for Seamless Cubemap Filtering. In Proceedings
of ACM SIGGRAPH 2005 Sketches. Technical Sketch. CubeMapGen
Sketch BibTex [PDF]
[Slides]
[Video]
- Tatarchuk, N. 2005. Practical Dynamic Parallax Occlusion Mapping.
In Proceedings of ACM SIGGRAPH 2005 Sketches. Technical Sketch. POM
Sketch BibTex [PDF]
[Slides]
[Video]
- Hensley, J., Scheuermann, T., Singh, M. and Lastra, A. 2005. Interactive
Summed-Area Table Generation for Glossy Environmental Reflections.
In Proceedings of ACM SIGGRAPH 2005 Sketches. Technical Sketch. SAT
Sketch BibTex [PDF]
Book Chapter Publications
-
- Scheuermann, T. and Hensley, J. (UNC) 2005. Dynamic Glossy Environment
Reflections Using Summed-Area Tables. ShaderX4: Advanced
Rendering Techniques. Engel, Wolfgang, Ed. Charles River Media,
Cambridge, MA SAT
SX4 Bibtex
Technical Reports
-
- Mitchell, J. L. Real-Time Synthesis and Rendering of Ocean Water.
ATI Research Technical Report, April 2005. Ocean
Bibtex [ PDF ]
- Houston, M., Preetham, A. J., Segal, M. A Hardware F-Buffer Implementation.
Stanford Technical Report. 2005. [ PDF ]
Presentations
-
- GDC-Europe 2005
- Tatarchuk, N. Richer Worlds for Next Gen Games. GDC-E 2006.
London, England. .link
- Tatarchuk, N. Irradiance Volumes for Games. GDC-E 2006.
London, England. link
- SIGGRAPH 2005
- Exhibitor Tech Talks
- Doggett, M. Architecting the Future. Exhibitor Tech Talk,
SIGGRAPH 2005. August 2, 2005. [Slides]
- GPU Shading Course
- Sander, P. V., Isidoro, J. R. Computation Culling
with Explicit Early-Z and Dynamic Flow Control. Part
of the GPU Shading and Rendering Course. SIGGRAPH 2005. Los Angeles,
CA. .link
- Mitchell, J. L. Introduction to the DirectX9 High
Level Shading Language. Part of the GPU Shading and Rendering course.
SIGGRAPH 2005. Los Angeles, CA. link
- Bleiweiss, A. 2005. Shading Compilers. Part of the GPU Shading and Rendering course Notes Slides
- Technical Sketches
- Isidoro, J. R. Filtering Cubemaps:Angular Extent Filtering
and Edge Seam Fixup Methods. Technical Sketch. SIGGRAPH
2005. Los Angeles, CA. link
- Scheuermann, T., Hensley, J. Interactive Summed-Area
Table: Generation for Glossy Environmental Reflections.
Technical Sketch. SIGGRAPH 2005. Los Angeles, CA. link
- Tatarchuk, N. Practical Dynamic Parallax Occlusion
Mapping. Technical Sketch. SIGGRAPH 2005. Los Angeles,
CA. link
- GDC 2005
- Advanced Direct3D Tutorial Day
- Tatarchuk, N. Advances in Real-Time Skin Rendering.
Advanced Direct3D Tutorial Day. GDC 2005. San Francisco,
CA. link
- Mitchell, J. L. 3.0 Shaders. Advanced Direct3D Tutorial
Day. GDC 2005. San Francisco, CA. link
- OpenGL Tutorial Day
- Licea-Kane, B. OpenGL Shading Language. OpenGL Tutorial
Day. GDC 2005. San Francisco, CA. link
- ATI Sponsored Sessions
- Tatarchuk, N. Dynamic Image-Space Per-Pixel Displacement
Mapping with Silhouette Antialiasing via Parallax Occlusion
Mapping. ATI Sponsored Session. GDC 2005. San Francisco,
CA. link
- Wiley, A. Bringing Hollywood to Real-Time. ATI Sponsored
Session. GDC 2005. San Francisco, CA. link
- Scheuermann, T., Isidiro, J. R. Cubemap Filtering
with CubeMapGen. ATI Sponsored Session. GDC 2005. San
Francisco, CA. link
- Oat, C. Irradiance Volumes for Games. ATI Sponsored
Session. GDC 2005. San Francisco, CA. link
- Scheuermann, T. Summed-Area Tables And Their Application
to Dynamic Glossy Environment Reflections. ATI Sponsored
Session. GDC 2005. San Francisco, CA. [Summed-Area Tables
And Their Application to Dynamic Glossy Environment Reflections
link]
- Ginsburg, D. Ruby: Dangerous Curves Effects. ATI Sponsored
Session. GDC 2005. San Francisco, CA. link
- Booth Presentations
- Tatarchuk, N. RenderMonkey 1.6. ATI Booth Session.
GDC 2005. San Francisco, CA. .link
- Zarge, J. Performance Tools. ATI Booth Presentation.
GDC 2005. San Francisco, CA.
- CEDEC 2005
- Tsuji, T. RenderMonkey 1.6. Tokyo, Japan.
- GDC-Korea, 2005
- Sander. P. V., Tatarchuk, N. Practical Dynamic Parallax
Occlusion Mapping. Seoul, Korea
- Sander, P. V., Tatarchuk, N., Isidoro, J. R. Rendering Techniques
for the ATI X1800 Demos. Seoul, Korea.
- MacWorld 2005
- McInally, C., Bentley, C. The Making of Ruby.
- Microsoft Developer Day 2005
- Doggett, M. Xenos: XBOX360 GPU. Microsoft developer
day, X05. Toronto, Canada. October, 2005. [Slides]
- XFest 2005
- Mitchell, J. Advanced Rendering Techniques. Seattle, WA.
- Szecket, D. Bringing Hollywood to Real Time. Seattle, WA.
- Symposium on Geometry Processing, SGP 2005
- Sander, P. V., Mitchell, J. L. Progressive Buffers: View-Dependent
Geometry and Texture LOD Rendering. SGP 2005. Vienna, Austria
- Academia
- Doggett, M. 2005. Xenos: XBOX360 GPU. University of North
Carolina, Chapel Hill, November 14, 2005. [Slides]
- Tatarchuk, N. 2005. State-of-the-Art Real-Time Rendering Effects. Boston University, Boston, MA. December 2005.
- Tatarchuk, N. 2005. Those Delicious Texels.. or... Practical Dynamic Parallax Occlusion Mapping. Harvard University, Harvard / MIT Graphics Groups, Cambridge, MA. April 2005.
- Tatarchuk, N. 2005. Real-Time Shader Effects. Harvard University, Cambridge, MA, December 2005.
- Sander, P. V. 2005. Efficient Rendering Techniques in Ruby: The Double Cross. University of Hong-Kong, Hong-Kong.
- Ginsburg, D., Gosselin, D. 2005. Inside ATI's Real-Time 3D Graphics Demo. WPI, Worcester, MA.
- Eurographics 2005
- Doggett, M. Xenos: XBOX360 GPU. Industrial Seminar, New
console architectures, Eurographics. Dublin, Ireland. September,
2005. [Slides]
- SIGRAD 2005
- Doggett, M. 2005. Recent Advances and Future Trends
in Graphics Hardware. SIGRAD'05 Keynote. November 23, 2005.
2004
Conference Proceedings Publications
-
Conference and Journal Papers
- Kipfer, P., Segal, M., Westermann, R. 2004. [UberFlow:
A GPU-Based Particle Engine]. Graphics Hardware UberFlow
BibTex [PDF] [Slides]
[Video]
- Hirche, J., Ehlert, A., Doggett, M. C., Guthe, S. Hardware Accelerated
Per-Pixel Displacement Mapping. Graphics Interface 2004. London,
Ontario, Canada. Displacement
BibTex [PDF]
Conference Sketches
- Scheuermann, T. 2004. Practical Real-Time Hair Rendering and Shading.
In Proceedings of ACM SIGGRAPH 2004 Sketches. Technical Sketch. Hair
Sketch BibTex [PDF]
[Video]
- Tatarchuk, N. 2004. RenderMonkey: An Effective Environment for
Shader Prototyping and Development. In Proceedings of ACM SIGGRAPH
2004 Sketches. Technical Sketch. RM
Sketch BibTex [PDF]
[Video]
[Supporting
Material ]
- Sander, P. V., Gosselin, D. and Mitchell, J. L. 2004. Real-Time
Skin Rendering on Graphics Hardware. In Proceedings of ACM SIGGRAPH
2004 Sketches. Technical Sketch. Skin
Sketch BibTex [PDF]
[Video]
Book Chapter Publications
- Brawley, Z., Tatarchuk, N. 2004. Parallax Occlusion Mapping: Self-Shadowing,
Perspective-Correct Bump Mapping Using Reverse Height Map Tracing. ShaderX3:
Advanced Rendering with DirectX and OpenGL. Charles River Media,
Cambridge, MA. POM
SX3 Bibtex
- Gosselin, D., Sander, P.V., and Mitchell, J. L. 2004. Drawing
a Crowd. ShaderX3: Advanced Rendering with DirectX
and OpenGL. Charles River Media, Cambridge, MA. Crowd
SX3 Bibtex
- Gosselin, D., Sander, P.V., and Mitchell, J. L. 2004. Real-Time
Texture-Space Skin Rendering. ShaderX3: Advanced Rendering
with DirectX and OpenGL. Charles River Media, Cambridge, MA. Skin
SX3 Bibtex
- Mitchell, J.L. 2004. Light Shaft Rendering. ShaderX3:
Advanced Rendering with DirectX and OpenGL. Charles River Media,
Cambridge, MA. LightShafts
SX3 Bibtex
- Mitchell, J.L. 2004. Poisson Shadow Blur. ShaderX3:
Advanced Rendering with DirectX and OpenGL. Charles River Media,
Cambridge, MA. Poisson
SX3 Bibtex
- Oat, C. 2004. Rendering Semi-transparent Layered Media. ShaderX3:
Advanced Rendering with DirectX and OpenGL. Charles River Media,
Cambridge, MA. LayeredMedia
SX3 Bibtex
- Oat, C. 2004. A Steerable Streak Filter. ShaderX3:
Advanced Rendering with DirectX and OpenGL. Charles River Media,
Cambridge, MA. Streak
SX3 Bibtex
- Tatarchuk, N. and Licea-Kane, B. 2004. GLSL Real-time Shader Development. ShaderX3:
Advanced Rendering with DirectX and OpenGL. Charles River Media,
Cambridge, MA. GLSL
RM SX3 Bibtex
- Scheuermann, T. 2004. Hair Rendering and Shading. ShaderX3:
Advanced Rendering with DirectX and OpenGL. Charles River Media,
Cambridge, MA. Hair
SX3 Bibtex
- Scheuermann, T. and Tatarchuk, N. 2004. Advanced Depth of Field
Rendering. ShaderX3: Advanced Rendering with DirectX
and OpenGL. Charles River Media. Cambridge, MA. DOF
SX3 Bibtex
- Scheuermann, T. 2004. A Simple Method for Rendering Gemstones. Game
Programming Gems 5, Pallister, Kim, Ed. Charles River Media.
Cambridge, MA Gemstones
GPG5 Bibtex
Technical Reports
-
- Sander, P. V., Tatarchuk, N., Mitchell, J. L. 2004. Explicit Early-Z Culling for Efficient Fluid Flow Simulation and Rendering. ATI Research Technical Report. August 2nd, 2004. Flow BibTex [PDF]
Presentations
- GDC 2004
- Advanced DirectX Tutorial Day.
- Mitchell, J. L. Direct3D Shader Models. Advanced DirectX
Tutorial Day. GDC 2004. San Jose, CA. link
- Gosselin, D. Real Time Skin Rendering. Advanced DirectX
Tutorial Day. GDC 2004. San Jose, CA. link
- OpenGL Tutorial Day
- Licea-Kane, B. The OpenGL Shading Language. OpenGL
Tutorial Day. GDC 2004. San Jose, CA. link
- Hart, E. OepnGL Performance Tuning. OpenGL Tutorial
Day. GDC 2004. San Jose, CA. link
- Oat, C. Adding Spherical Harmonic Lighting to the Sushi
Engine. Conference Session. GDC 2004. San Jose, CA. link
- ATI Sponsored Sessions
- Tatarchuk, N. Custom Component Development with the
RenderMonkey SDK. ATI Sponsored Session. GDC 2004. San
Jose, CA. link
- Tatarchuk, N. New RenderMonkey features for DirectX and
OpenGL Shader Development. ATI Sponsored Session. GDC 2004.
San Jose, CA. link
- Mitchell, J. L. Light Shafts?Rendering Shadows in
Participating Media. ATI Sponsored Session. GDC 2004.
San Jose, CA. link
- Gosselin, D. Real Time Skin Rendering. ATI Sponsored
Session. GDC 2004. San Jose, CA. link
- Scheuermann, T. Hair Rendering and Shading. ATI Sponsored
Session. GDC 2004. San Jose, CA. link
- Scheuermann, T. Advanced Depth of Field. ATI Sponsored
Session. GDC 2004. San Jose, CA. link
- Gosselin, D. Phat Lewt: Drawing a Diamond. ATI Sponsored
Session. GDC 2004. San Jose, CA. link
- SIGGRAPH 2004
- Real-Time Shading Course
- Mitchell, J. L. 2004. Applications of Explicit Early-Z CullingGPU
Shading Course. Real-Time Shading Course. SIGGRAPH 2004. Los Angeles, CA. Slides Notes
- Mitchell, J. L. 2004. DirectX® 9 High Level Shading Language.
GPU Shading Course. Real-Time Shading Course. SIGGRAPH 2004. Los Angeles, CA. Slides Notes
- GPU Shading Course. SIGGRAPH 2004. Los Angeles, CA.
[ Slides] [ Notes]
- Bleiweiss, A., Preetham, A. J., Whiteman, D., Barczak, J. 2004. ASHLI. Multipass for Lower Precision Targets. Real-Time Shading Course. SIGGRAPH 2004. Los Angeles, CA. Slides
- Technical Sketches
- Sander, P. V., Mitchell, J. L., Gosselin, D. Real-time
skin rendering on graphics hardware. Technical Sketch.
SIGGRAPH 2004. Los Angeles, CA. .Slides .Sketch .Movie
- Scheuermann, T. Practical Real-Time Hair Rendering
and Shading. Technical Sketch. SIGGRAPH 2004. Los Angeles,
CA. Slides .Sketch Movie
- Tatarchuk, N. RenderMonkeyTM: An Effective Environment
for Shader Prototyping and Development. Technical Sketch.
SIGGRAPH 2004. Los Angeles, CA. .Slides .Sketch .Movie
- Gosselin, D. The Making of ?Ruby: The Double Cross. ATI
Sponsored Session. SIGGRAPH 2004. Los Angeles, CA. Slides
- Russian Game Developer Conference (KRI) 2004
- Tatarchuk, N. Introduction to GLSL. KRI 2004. Moscow, Russia. link
- Tatarchuk, N. New Real-Time Graphics Effects. KRI 2004.
Moscow, Russia. link
- Tatarchuk, N. RenderMonkey SDK. KRI 2004. Moscow, Russia.
- GDC-Europe 2004
- Tatarchuk, N. Interactive GPU Development Tools and Custom
Component Creation. GDC-E 2004. London, England.
- GameTech 2004
- Mitchell, J. L. Data Amplification. GameTech. November 2004
- Mitchell, J. L., Isidoro, J. R., Oat, C. Next Generation
Skin Rendering. GameTech. November 2004
- Australian Game Developer Conference (AGDC) 2004
- Oat, C. Advanced Character Rendering. AGDC 2004
- Academia
- Tatarchuk, N. Pushing Pixels in Real-Time. Boston University,
Boston, MA. December 2004.
- Scheuermann, T. Programmable Hardware Shading with GLSL.
University of North Carolina, NC. October 2004.
- Sander, P. V. Efficient Rendering Techniques in Ruby: The
Double Cross. Princeton University. November 2004.
- Tatarchuk, N., Sander, P. V. Pushing Pixels in Real-Time.
Harvard University, Cambridge, MA. December 2004.
- XFest 2004
- Mitchell, J. L. Advanced Shading Techniques. XFest 2004.
Seattle, WA.
2003
Book Chapter Publications
- Hoffman, N., Preetham, A. J. 2003. Real-time light-atmosphere
interactions for outdoor scenes. Graphics Programming Methods, pp.
337 - 352, Charles River Media, Inc. Outdoor GPM BibTex
- Oat, C., Tatarchuk, N. and Isidoro, J. R. 2003. Layered Car Paint
Shader. ShaderX2 : Shader Programming Tips and
Tricks with DirectX 9.0. Engel, Wolfgang, Ed. Wordware, Plano,
Texas. Car
Paint SX2 Bibtex
- Riguer, G., Tatarchuk, N. and Isidoro, J. R. 2003. Real-Time Depth
of Field Simulation. ShaderX2 : Shader Programming
Tips and Tricks with DirectX 9.0. Engel, Wolfgang, Ed. Wordware,
Plano, Texas. . DOF
SX2 Bibtex
- Tatarchuk, N., Brennan, C., and Isidoro, J. R. 2003. Motion Blur
Using Geometry and Shading Distortion. ShaderX2 :
Shader Programming Tips and Tricks with DirectX 9.0. Engel, Wolfgang,
Ed. Wordware, Plano, Texas. . Motion
Blur SX2 Bibtex
- Tatarchuk, N. 2003. Shader Development Using RenderMonkeyTM. ShaderX2 :
Introduction and Tutorials with DirectX9. Engel, Wolfgang,
Ed. Wordware, Plano, Texas. . RM
SX2 Bibtex
- Tatarchuk, N. and Brennan, C. 2003. Simulation of Iridescence
and Translucency on Thin Surfaces. ShaderX2 :
Shader Programming Tips and Tricks with DirectX 9.0. Engel, Wolfgang,
Ed. Wordware, Plano, Texas. Iridescence
SX2 Bibtex
- Mitchell, J. L., Ansari, M. Y. and Hart, E. 2003. Advanced Image
Processing with DirectX® 9 Pixel Shaders. ShaderX2 :
Shader Programming Tips and Tricks with DirectX 9.0. Engel, Wolfgang,
Ed. Wordware, Plano, Texas. Image
Processing SX2 Bibtex
- Ansari, M. Y. 2003. Image Effects with DirectX® 9 Pixel Shaders. ShaderX2 :
Shader Programming Tips and Tricks with DirectX 9.0. Engel,
Wolfgang, Ed. Wordware, Plano, Texas. Image
Effects SX2 Bibtex
- Peeper, C. and Mitchell, J. L. 2003. Introduction to the DirectX® 9
High Level Shading Language. ShaderX2 : Introduction
and Tutorials with Directx 9. Engel, Wolfgang, Ed. Wordware,
Plano, Texas HLSL
SX2 Bibtex
- Oat, C. and Tatarchuk, N. 2003. Heat and Haze Post-Processing
Effects. Game Programming Gems 4, Kirmse, Andrew, Ed. Charles
River Media. Cambridge, MA Heat
Haze GPG4 Bibtex
- Vlachos, A. and Oat, C. 2003. Adjusting Real-Time Lighting for
Shadow Volumes and Optimized Meshes. Game Programming Gems 4,
Kirmse, Andrew, Ed. Charles River Media. Cambridge, MA Adjusting
Lighting GPG4 Bibtex
Presentations
-
- SIGGRAPH 2003
- Real Time Shading Course
- Mitchell, J. L. 2003. ATI R3x0 Pixel Shaders. Part of Real-Time Shading course.
SIGGRAPH 2003. San Diego, CA. link
- Bleiweiss, A., Preetham, A. J. 2003. ASHLI. Advanced Shading Language Interface. Part of Real-Time Shading course. SIGGRAPH 2003. San Diego, CA.Slides Notes
- Preetham, A. J. Modelling Skylight and Aerial Perspective.
Siggraph Course: Light and Color in the Outdoors. Siggraph
2003, San Diego, CA. course
notes
- Tatarchuk, N. Advanced Real-Time Shader Techniques. ATI
Sponsored Session. SIGGRAPH 2003. San Diego, CA. link
- Russian Game Developer Conference (KRI) 2003
- Tatarchuk, N. Beginner Shader Programming with RenderMonkey.
KRI 2003. Moscow, Russia link
- Tatarchuk, N. Beginner Shader Programming with RenderMonkey.
KRI 2003. Moscow, Russia link
- Microsoft Meltdown 2003
- Tatarchuk, N. High Level Shader Development. Microsoft Meltdown
2003. Seattle, WA.
- Gosselin, D. A Case Study: Integrating HLSL into ATI's Demo
Engine. Microsoft Meltdown 2003. Seattle, WA.
- Net Seminars
- Tatarchuk, N. Real-Time Shader Techniques Using RenderMonkeyTM.
November 2003. .link
- Mitchell, J. L. Advanced visual effects with DirectX® 9
and ATI. December 2003. link
- GDC Europe 2003
- Tatarchuk, N. Efficient High-Level Shader Development. Conference
Session. GDC Europe 2003. London, England. link
- ATI Sponsored Sessions
- Gosselin, D. Designing a Portable Shader Library for
Current and Future API's. ATI Sponsored Session. GDC
Europe 2003. London, England. link
- Oat, C. Real-Time 3D Scene Post-processing. ATI Sponsored
Session. GDC Europe 2003. London, England. link
- GDC 2003
- Vlachos, A. Conference Session. GDC 2003. San Jose, CA. link
- Advanced Direct3D Tutorial Day
- Mitchell, J. L. Introduction to the DirectX 9 Shader
Models. Advanced Direct3D Tutorial Day Session. GDC 2003.
San Jose, CA. link
- Vlachos, A. Special Effects with DirectX 9. Advanced
Direct3D Tutorial Day Session. GDC 2003. San Jose, CA. link
- OpenGL Tutorial Day
- Hart, E. ARB Fragment Program. OpenGL Tutorial DaySession.
GDC 2003. San Jose, CA. link
- ATI Sponsored Sessions
- Tatarchuk, N. Direct3D® High Level Shader Language
Programming using RenderMonkeyTM IDE. ATI Sponsored Session.
GDC 2003. San Jose, CA. link
- Mitchell, J. L. Real-Time 3D Scene Post-processing.
ATI Sponsored Session. GDC 2003. San Jose, CA. link
- Tatarchuk, N. Beginner Shader Programming with RenderMonkey™.
ATI Sponsored Session. GDC 2003. San Jose, CA. link
- Ansari, M. Y. Video Image Processing Using Shaders.
ATI Sponsored Session. GDC 2003. San Jose, CA.
- Academia
- Tatarchuk, N. The Programmable Graphics Pipeline. Boston
University, Boston, MA. December 2003
- Vlachos, A. Real-Time Demos. Boston University, Boston,
MA. December 2003
- Sander, P. V., Tatarchuk, N. The Programmable Graphics Pipeline.
Harvard University, Cambridge, MA. December 2003
- Gosselin, D., McInally, C. Inside ATI's Real-time 3D Graphics
Demos. WPI, Worcester, MA. November 2003.
- Ansari, M. Y. Shader Technology. DePaul University, Chicago,
IL. September 2003.
2002
Conference Proceedings Publications
-
Conference and Journal Papers
- Meißner, M., Kanus, U., Wetekam, G., Hirche, J., Ehlert,
A., Straßer, W., Doggett, M., Forthmann, P. and Proksa, R.
2002. VIZARDII: A Reconfigurable Interactive Volume Rendering System.
Eurographics/SIGGRAPH Workshop on Graphics Hardware. VIZARDII
BibTex PDF
Conference Sketches
- Mitchell, J. L., Brennan, C. and Card, D. 2002. Real-Time Image-Space
Outlining for Non-Photorealistic Rendering. In Proceedings of
ACM SIGGRAPH 2002 Sketches, Technical Sketch. NPR
Sketch BibTex PDF
- Isidoro, J. R. and Mitchell, J. L. 2002. User Customizable Real-Time
Fur. In Proceedings of ACM SIGGRAPH 2002 Sketches, Technical
Sketch. Fur
Sketch BibTex PDF
Book Chapter Publications
- Hoffman, N., Preetham, A. J. 2002. Photorealistic Real-Time Outdoor
Light Scattering. Game Developer Magazine, Vol. 9, #8, pp. 32-38.
CMP Media Inc. August 2002. Outdoor GDMag BibTex
- Hart, E. 2002. 3D Textures and Pixel Shaders. Direct3D ShaderX:
Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed.
Wordware, Plano, Texas. 3D
Textures SX Bibtex .link
- Isidoro, J. R. and Card, D. 2002. Animated Grass with Pixel and
Vertex Shaders. Direct3D ShaderX: Vertex and Pixel Shader Tips
and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Grass
SX Bibtex link
- Isidoro, J. R. and Gosselin, D. 2002. Bubble Shader. Direct3D
ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang,
Ed. Wordware, Plano, Texas. Bubble
SX Bibtex .link
- Gosselin, D. 2002. Character Animation with Direct3D Vertex Shaders. Direct3D
ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang,
Ed. Wordware, Plano, Texas. Character
Animation SX Bibtex link
- Isidoro, J. R. and Gosselin, D. 2002. Crystal/Candy Shader. Direct3D
ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang,
Ed. Wordware, Plano, Texas. Crystal
SX Bibtex link
- Brennan, C. 2002. Accurate Environment Mapped Reflections and
Refractions by Adjusting for Object Distance. Direct3D ShaderX:
Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed.
Wordware, Plano, Texas. Reflections
SX Bibtex link
- Brennan, C. 2002. Diffuse Cube Mapping. Direct3D ShaderX: Vertex
and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware,
Plano, Texas. Diffuse
SX Bibtex link
- Mitchell, J. L. 2002. Image Processing with 1.4 Pixel Shaders
in Direct3D. Direct3D ShaderX: Vertex and Pixel Shader Tips and
Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Image
Processing SX Bibtex link
- Card, D. and Mitchell, J. L. 2002. Non-Photorealistic Rendering
with Pixel and Vertex Shaders. Direct3D ShaderX: Vertex and Pixel
Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano,
Texas. NPR
SX Bibtex link
- Isidoro, J. R., Vlachos, A. and Brennan, C. 2002. Rendering Ocean
Water. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks.
Engel, Wolfgang, Ed. Wordware, Plano, Texas. Ocean
SX Bibtex link
- Isidoro, J. R. and Brennan, C. 2002. Per-Pixel Strand Based Anisotropic
Lighting. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks.
Engel, Wolfgang, Ed. Wordware, Plano, Texas. Anisotropic
SX Bibtex link
- Brennan, C. 2002. Per Pixel Fresnel Term. Direct3D ShaderX:
Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed.
Wordware, Plano, Texas. Fresnel
SX Bibtex link
- Vlachos, A., Isidoro, J. R., and Oat, C. 2002. Rippling Reflective
and Refractive Water. Direct3D ShaderX: Vertex and Pixel Shader
Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Water
SX Bibtex link
- Brennan, C. 2002. Shadow Volume Extrusion using a Vertex Shader. Direct3D
ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang,
Ed. Wordware, Plano, Texas. Shadows
SX Bibtex link
- Vlachos, A. 2002. Blending Textures For Terrain. Direct3D ShaderX:
Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed.
Wordware, Plano, Texas. Terrain
SX Bibtex .link
- Isidoro, J. R. and Riguer, G. 2002. Texture Perturbation Effects. Direct3D
ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang,
Ed. Wordware, Plano, Texas. Texture
SX Bibtex link
- Vlachos, A. 2002. UV Flipping Technique to Avoid Repetition. Direct3D
ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang,
Ed. Wordware, Plano, Texas. UV
SX Bibtex
- Vlachos, A. and Card, D. 2002. Computing Optimized Shadow Volumes
for Complex Data Sets. Game Programming Gems 3, Treglia, Dante,
Ed. Charles River Media. Cambridge, MA Shadow
Volumes GPG3 Bibtex
- Vlachos, A., Isidoro, J., and Oat, C. 2002. Textures as Lookup
Tables for Per-Pixel Lighting Computations. Game Programming Gems
3, Treglia, Dante, Ed. Charles River Media. Cambridge, MA Lookup
Tables GPG3 Bibtex
Presentations
- SIGGRAPH 2002
- Mitchell, J. L., Brennan, C., Card, D. Real-Time Image-Space
Outlining for Non-Photorealistic Rendering. Technical Sketch.
SIGGRAPH 2002. San Antonio, TX. link
- Mitchell, J. L. Hardware Shading on the ATI RADEON™ 9700.
GPU Shading and Rendering Course. SIGGRAPH 2002. San Antonio,
TX. link
- Card, D., Mitchell, J. L. RenderMonkey. ATI Sponsored Session.
SIGGRAPH 2002. San Antonio, TX. link
- GDC 2002
- Hoffman, N., Preetham, A. J. 2002. Rendering Outdoor Light
Scattering in Real Time. GDC 2002. San Jose, CA. link
- Vlachos, A. Designing a Game's Shader Library for Current & Next
Generation Hardware - GDC 2002. San Jose, CA. link
- Mitchell, J. L. Advanced Pixel Shading Techniques - GDC
2002. San Jose, CA. link
- GDC-Europe 2002
- Mitchell, J. L. Advanced Vertex and Pixel Shader Techniques.
ATI Sponsored Session. GDC-Europe 2002. London, England. link
- Vlachos, A. Preparing Sushi. How Hardware Guys Write a 3D
Graphics Engine. ATI Sponsored Session. GDC-Europe 2002. London,
England. link
- Academia
- Mitchell, J. L. Applications of Next-Generation Programmable
Graphics Hardware. University of Utah. Evans & Sutherland.
October 2002.
- Mitchell, J. L. Hacking Next-Generation Programmable Graphics
Hardware. CalTech. October 2002.
- Ansari, M. Using Pixel Shaders. Rivier. July 2002.
- ATI Mojo-Day (Developer Day)
- Mitchell, J. L. DirectX® 9 Shading. ATI Mojo-Day (Developer
Day). San Francisco, CA.
- Vlachos, A. Fur, Bumps, and Shadows. ATI Mojo-Day (Developer
Day). San Francisco, CA.
2001
Conference Proceedings Publications
-
Conference Papers
- Vlachos, A., Peters, J., Boyd, C., and Mitchell, J. L. 2001. Curved
PN Triangles. In Proceedings of Symposium on Interactive 3D Graphics,
ACM Press. pp. 159-166. PN
Triangles Bibtex [PDF]
Book Chapter Publications
-
- Ginsburg, D. and Gosselin, D. 2001. Dynamic Per-Pixel Lighting
Techniques. Game Programming Gems 2, DeLoura, Mark, Ed. Charles
River Media. Cambridge, MA Per-Pixel
Lighting GPG2 Bibtex
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