liquidboy
Regular
Brilliant ... more GDC2015 sessions are up, this time of MS's OEM partners (AMD/Intel/Nvidia) and even Firaxis of StarCitizen is talking Dx12
Advanced Visual Effects With DirectX 11 & 12: Welcome/Getting the Most Out of DirectX12
Speakers: Nicolas Thibieroz (AMD), David Oldcorn (AMD), Evan Hart (NVIDIA)
DirectX12 represents the start of a new era for graphics development. Programmers are now empowered to leverage GPU resources and exert a level of control so far unprecedented in standard graphics APIs. In this talk, AMD and NVIDIA will discuss the new programming model and features of the new API. This is an advanced tutorial, for developers familiar with graphics programming, on how to start developing efficient and effective D3D12 applications straight away, packed with useful tips and insights.
Advanced Visual Effects With DirectX 11 & 12: Visual Effects in Star Citizen
Speaker: Alistair Brown (Cloud Imperium)
A detailed look into the visual effects in development for the crowd funded open world space game Star Citizen and its single player military counterpart Squadron 42. This includes the rendering and lighting of volumetric gases for everything from smoke trails and massive explosions to gas-clouds several hundred miles across. Other rendering effects such as our ship damage system and shield rendering solution will also be presented.
Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based Compute Rendering
Speaker: Gareth Thomas (AMD)
Tiled deferred rendering and Forward+ rendering are becoming increasingly popular as efficient ways to handle the ever increasing numbers of dynamic lights in games. This talk looks at some of the most recent improvements to this approach as well as exploring the idea of clustered rendering.
Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation and Hybrid Ray-traced Shadows for DirectX 11 & 12
Speakers: Jon Story (NVIDIA), Alex Dunn (NVIDIA)
This session will cover two high end techniques that benefit from advanced GPU hardware features. High resolution fluid simulation in games has always been problematic, but with tiled resources it's possible to optimize for memory footprint, simulation cost and rendering efficiency. Conventional shadow mapping has its pros and cons, this hybrid technique combines the best of shadow mapping with ray-traced shadows using conservative rasterization.
DirectX 12: A New Meaning for Efficiency and Performance (Presented by AMD)
Speakers: Dave Oldcorn (AMD), Stephan Hodes (AMD)
Direct3D 12 adds key new rendering features such as multiple queues for asynchronous compute and DMA, and the ultra-performance API both eliminates performance bottlenecks and enables new techniques. AMD will talk about the key interactions between the new D3D12 capabilities and AMD hardware and how to get the best from both. This session will include live demos.
OIT to Volumetric Shadow Mapping, 101 Uses for Raster Ordered Views using DirectX 12 (Presented by Intel)
Speaker: Leigh Davies (Intel)
One of the new features of DirectX 12 is Raster Ordered Views. This adds Ordering back into Unordered Access Views removing race conditions within a pixel shader when multiple in flight pixels write to the same XY screen coordinates. This allows algorithms that previously required link lists of pixel data to be efficiently processed in bounded memory. The talk shows how everything from Order Independent Transparency to Volumetric shadow mapping and even post processing can benefit from using Raster Ordered Views to provide efficient and more importantly robust solutions suitable for real time games. The session uses a mixture of real world examples of where these algorithms have already been implemented in games and forward looking research to show some of the exciting possibilities that open up with this ability coming to DirectX.
Advanced Visual Effects With DirectX 11 & 12: Welcome/Getting the Most Out of DirectX12
Speakers: Nicolas Thibieroz (AMD), David Oldcorn (AMD), Evan Hart (NVIDIA)
DirectX12 represents the start of a new era for graphics development. Programmers are now empowered to leverage GPU resources and exert a level of control so far unprecedented in standard graphics APIs. In this talk, AMD and NVIDIA will discuss the new programming model and features of the new API. This is an advanced tutorial, for developers familiar with graphics programming, on how to start developing efficient and effective D3D12 applications straight away, packed with useful tips and insights.
Advanced Visual Effects With DirectX 11 & 12: Visual Effects in Star Citizen
Speaker: Alistair Brown (Cloud Imperium)
A detailed look into the visual effects in development for the crowd funded open world space game Star Citizen and its single player military counterpart Squadron 42. This includes the rendering and lighting of volumetric gases for everything from smoke trails and massive explosions to gas-clouds several hundred miles across. Other rendering effects such as our ship damage system and shield rendering solution will also be presented.
Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based Compute Rendering
Speaker: Gareth Thomas (AMD)
Tiled deferred rendering and Forward+ rendering are becoming increasingly popular as efficient ways to handle the ever increasing numbers of dynamic lights in games. This talk looks at some of the most recent improvements to this approach as well as exploring the idea of clustered rendering.
Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation and Hybrid Ray-traced Shadows for DirectX 11 & 12
Speakers: Jon Story (NVIDIA), Alex Dunn (NVIDIA)
This session will cover two high end techniques that benefit from advanced GPU hardware features. High resolution fluid simulation in games has always been problematic, but with tiled resources it's possible to optimize for memory footprint, simulation cost and rendering efficiency. Conventional shadow mapping has its pros and cons, this hybrid technique combines the best of shadow mapping with ray-traced shadows using conservative rasterization.
DirectX 12: A New Meaning for Efficiency and Performance (Presented by AMD)
Speakers: Dave Oldcorn (AMD), Stephan Hodes (AMD)
Direct3D 12 adds key new rendering features such as multiple queues for asynchronous compute and DMA, and the ultra-performance API both eliminates performance bottlenecks and enables new techniques. AMD will talk about the key interactions between the new D3D12 capabilities and AMD hardware and how to get the best from both. This session will include live demos.
OIT to Volumetric Shadow Mapping, 101 Uses for Raster Ordered Views using DirectX 12 (Presented by Intel)
Speaker: Leigh Davies (Intel)
One of the new features of DirectX 12 is Raster Ordered Views. This adds Ordering back into Unordered Access Views removing race conditions within a pixel shader when multiple in flight pixels write to the same XY screen coordinates. This allows algorithms that previously required link lists of pixel data to be efficiently processed in bounded memory. The talk shows how everything from Order Independent Transparency to Volumetric shadow mapping and even post processing can benefit from using Raster Ordered Views to provide efficient and more importantly robust solutions suitable for real time games. The session uses a mixture of real world examples of where these algorithms have already been implemented in games and forward looking research to show some of the exciting possibilities that open up with this ability coming to DirectX.