Game development presentations - a useful reference

Discussion in 'Rendering Technology and APIs' started by liolio, Sep 16, 2009.

  1. liolio

    liolio French frog
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    A starter
    The graphics pipeline Thanks to the RYG blog (most up to date explanation, way better than the links below).
    3D pipeline for dummies / Thanks to Extremtech for that one.
    How the GPU works Part 1, Part 2 and Part 3 . Thanks to Thort for those useful one
    Essential Math for Games Programmers

    GDC presentations
    GDC presentations
    GDC presentations bis
    It's a really resourceful link, I watch today and for example I find this presentation
    It's named Quadtree displacement mapping with height field blending and it's from the team in charge of Two worlds 2 developers. It was at time clearly over my head but nevertheless interesting.
    Basically the pages is updated so there is no need for further update, really resourceful link I owe to Alstrong.

    Gamefest presentations
    Gamefest presentations
    Direct3D 11 Tesselation
    Gamefest 2010
    Gamefest 2011

    Siggraph and others 3d oriented events

    Beyong programmable shading, Siggraph 2008
    Beyond programmable shading, Siggraph 2009
    Advanced realtime rendering, Siggraph 2010
    Beyond programmable shading, Siggraph 2011
    Siggraph 2011
    Siggraph 2012 related "stuffs"
    Various Siggraph/HPG presentations
    Advances in Real-Time Rendering in 3D Graphics and Games (that was a course so there are mulitple presentations there)
    Various presentations found on ATI web site (a lot are from siggraph so I put them here)
    Advances in realtime rendering in games 2013
    Advances In Realtime Rendering for Games at Siggraph 2014


    Sony presentations
    Deferred lightning and post processing on Ps3 Phyre Engine related.
    alternative link (no download)

    Nintendo
    Overview of pica200
    Overview(2)
    DMP Pica200 (powering the 3DS)

    GPU Manufacturers

    Nvidia presentations
    List of nv40 AA modes.
    Soft shadow mapping from GDC2008
    GPU GEM2
    http://research.nvidia.com/sites/def...voxel-pipe.pdf A new paper about voxelization and GI.
    Cloudlightning

    Intel
    Larrabee: a many core architecture for visual computing
    MLAA (Morphological AA)
    SIMD programming with Larrabee
    Various Larrabee informations
    Processor Graphics About Intel late GPU (Gen 6 & 7 and onward)

    AMD
    https://sites.google.com/site/takahiroharada/

    Studio/Editor presentations
    Here we may add presentation for most relevant Studios and ther could be overlapping (say a presentation could be available from one of the above link) but we should try to keep it minimal.

    Epic presentations
    Epic website
    The end of GPU road map
    Rendering techniques in Gears of War 2
    Fast and efficient facial rigging

    Crytek
    Official Crytek site
    Cry engine 3 (it's a slide show I could not find better)
    NanoBrochure ("Geekyness" can fit in the thread :lol: )
    Cascaded Light Propagation Volumes for Real-Time Indirect Illumination

    Capcom
    MT Framework 1 Special thanks to One who made an outstanding job here :cool2:
    B3D own take on CEDEX presentation about Lost Planet and the MF Framework engine part I and part II
    MT Framework 2 (Still searching for a good summup).

    Insomniac
    Insomniac writings

    Naughty Dog
    Official Naughty Dog website
    Uncharted2-HDR lightning (really interesting AND comprehensive stuff about gamma)
    LIVE&UNLEASHED: game design with the dogs (video)

    Id Software
    J.M.P. van Waveren (Id) Presentations
    Overview of IDTech6 and voxel rendering (Actually that's a website article linked by Joshua Luna).

    Guerillas
    Killzone II deferred render
    Some other presentations

    Valve
    Valve Publications
    Stylization With a Purpose
    Improved Alpha-Tested Magnification for Vector Textures
    How To Go From PC to Cross Platform Development Without Killing Your Studio
    Wound Rendering

    Black Rock Studio (Disney)
    Rendering technology at Black Rock Studio

    Bungie
    Lighting Research at Bungie
    Animations in Reach
    Halo Reach lod system

    Dice
    Repi's blog. (Rendering Architect, Dice) http://repi.blogspot.com/
    Dice official website: http://publications.dice.se
    About geomeric integration in Frosbite2
    Battlefield 3 presentation
    Motion Controllers for Consoles
    Water Interaction

    Jorge Jimenez's blog

    Ubisoft
    Global Illumination in Far Cry 3

    Activision


    Various publications:
    "Parallel graphics in Frostbite"
    Your game needs DX11
    Shadow and Decals DX10
    Intersection of game engine and GPU
    Terrain rendering using procedural shader splatting
    Realtime procedural shading and texturing
    Parallel Future of Game Engine

    Volition
    Volition website
    GDC 2007 Hayes Thompson: Saints Row City Scape

    Square Enix
    http://www.square-enix.com/jp/info/library/
    (look for Real-Time Bidirectional Path Tracing via Rasterization & Fast Global Illumination Baking via Ray-bundles)
    Surface Based Anti Aliasing.

    Ubisoft
    Rendering with convinction

    Lion Head
    Mega Meshes: Modelling, rendering and lighting a world made of 100 billion polygons

    Tri-Ace (in japanese.)
    "Real-time Physically Based Rendering - Basic Theory" CEDEC 2011
    "Real-time Physically Based Rendering - Implementation" CEDEC 2011
    Practical Physically Based Rendering in Real-Time

    Miscellaneous:
    Ke-Sen Huang's homepage: Resources for Computer Graphics <= Lot of presentations here
    COMIC interesting presentation about implementing a software cache on Cell Broadband engine.
    Sparse Virtual Textures
    Khronos Presentations
    The Light Pre-Pass renderer: Renderer Design for efficient support of multiple lights
    Gamma: 360 vs. PS3 from Filmic Games blog
    About digital photography and image processing
    Freeing up Rsx (from the eponymous thread)
    Icare3D blog (Details about "Interactive Indirect Illumination Using Voxel Cone Tracing" are there among other thing :) ).
    A pixel is not a little square! Great presentation about the true nature of Pixel from Alvy Ray Smith (Microsoft).


    Videos
    Developing The Technology Behind Love (770mb video) The smart decisions that are making it possible for one man to build an MMO by himself.
     
    #1 liolio, Sep 16, 2009
    Last edited by a moderator: Oct 15, 2014
  2. corysama

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    #2 corysama, Sep 17, 2009
    Last edited by a moderator: Sep 17, 2009
  3. liolio

    liolio French frog
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    Thanks a lot corysama, that's a really great contribution to the thread.
     
  4. grandmaster

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  5. jiaolu

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    Great thread that could be looked up for info from time to time.
    thanx liolio
     
  6. grandmaster

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  7. liolio

    liolio French frog
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    Thanks, links have been added up ;)
     
    #7 liolio, Sep 21, 2009
    Last edited by a moderator: Sep 21, 2009
  8. Nano

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  9. liolio

    liolio French frog
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    Thanks I'll update the main list ;)

    @Nano thaks for the link too but it was already in the "beyond prgrammable shader" from siggraph 2009
    it's id tech challenges.

    By the way I add some link I found in the 3D tech forum interesting stuffs about a Siggraph 2009 available on bungie.net
    the same page pointed to AIT pages too with a lot of content too.
     
  10. liolio

    liolio French frog
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    Some updates, by the way could somebody find a better name for this thread... I'm growingly unhappy about it :(
     
  11. Shifty Geezer

    Shifty Geezer uber-Troll!
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    How do you feel about my title change? Good thread BTW.
     
  12. Laa-Yosh

    Laa-Yosh I can has custom title?
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  13. liolio

    liolio French frog
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    I like it better and I don't even have to update my signature :)

    List updated ;)
     
    #14 liolio, Oct 17, 2009
    Last edited by a moderator: Oct 17, 2009
  14. liolio

    liolio French frog
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    Damned this link http://mygdc.gdconf.com/vault/1337 is down now... I hope it was only a temporary unavailablity but it's been two days now :(
    I will try to find some links when I've time.
     
  15. Dr. Nick

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    Have they always charged for stuff on their website? I think that might be one of the reasons some links are missing. Like Unreal Engine 3 presentation.
     
  16. AlNets

    AlNets ¯\_(ツ)_/¯
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    The 1337 link was the free stuff.
     
  17. liolio

    liolio French frog
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    Too bad... do you think we generated too many clics?
    That's bad anyway... there were so many presentations here:frown:
     
  18. neliz

    neliz GIGABYTE Man
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  19. liolio

    liolio French frog
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