Panajev2001a
Veteran
#1
The quote speaks for itslef.
#2
Interesting, robust and efficient soft Stencil Shadowing helped by Pixel Shaders... a Senior Naughty Dog programmer... uhm... guess which platform he does have in mind
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#3
I expect big improovements in the COLLADA specs with version 2.0 and successive revisions of it.
#4
OpenMP, Xbox guy... Xbox 2 tech talks are coming
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#5
Better get used to parallel processing
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#6
Tools... Tools... Tools... I hope SCEA shows furing the next-generation that their technology group has improoved and is able to help developers even better.
Introducing the CELL Processor
Speakers: Mark DeLoura (Manager of Developer Relations, Sony Computer Entertainment), Dominic Mallinson (Director, SCE US R&D Sony Computer Entertainment America)
Time/Date: TBD
Track: Programming
Format: 60-minute Lecture
Experience Level: Intermediate - Basic familiarity or some experience.
Description: This presentation gives an overview of the architecture of a CELL Processor, which is a multi-core chip consisting of a 64-bit Power architecture processor, multiple streaming processors, a flexible IO interface, and a memory interface controller. Additional detail is given on the design of a 4-way SIMD streaming data processor in which software controls data movement and instruction flow in order to improve data bandwidth and pipeline utilization.
The quote speaks for itslef.
#2
Advanced Stencil Shadow and Penumbral Wedge Rendering
Speaker: Eric Lengyel (Senior Programmer, Naughty Dog)
Time/Date: TBD
Track: Programming
Format: 60-minute Lecture
Experience Level: Advanced - Requires experience and familiarity with subject.
Description: The stencil shadow algorithm has established itself as one of the mainstream shadow rendering techniques, and it robustly generates very accurate geometry-derived shadows. However, the resulting hard-edged shadow boundaries are becoming less acceptable as hardware rendering power increases and global lighting becomes more realistic. This session reviews advanced implementation techniques of the stencil shadow algorithm and focuses on the relatively new method of penumbral wedge rendering used to generate soft-edged shadows. Light sources in games have conventionally been treated as infinitesimally small points, but the penumbral wedge algorithm can be used to create accurate soft shadows cast by lights having finite areas. The penumbral wedge algorithm is an extension of the stencil shadow technique, and heavily optimized implementations have recently been developed. This session presents all of the relevant mathematics and pixel shader details necessary for soft shadow rendering in real time.
Idea Takeaway: Attendees learn the advanced mathematical and programming details of dynamic soft shadow rendering using optimized implementations of the penumbral wedge algorithm. Example code presented during the session can be directly applied to existing stencil shadow volume engines, extending their rendering capabilities so that they can model area light sources.
Intended Audience and Prerequisites: This session is intended for graphics engine programmers who already have some experience implementing dynamic shadows. Some prior knowledge of the stencil shadow algorithm is helpful in understanding the bulk of the session, even though this topic is reviewed at the beginning of the talk.
Interesting, robust and efficient soft Stencil Shadowing helped by Pixel Shaders... a Senior Naughty Dog programmer... uhm... guess which platform he does have in mind
#3
COLLADA: An Open Interchange Format for the Interactive 3D Industry
Speakers: Rémi Arnaud (Graphics Architect, Sony Computer Entertainment), Mark Barnes (COLLADA Project Lead Sony Computer Entertainment America)
Time/Date: Thursday (March 10, 2005) 12:00pm — 1:00pm
Track: Programming
Format: Sponsored Session
Experience Level: All - Open to All Levels
Description: *COLLADA* is a *COLLA*borative *D*esign *A*ctivity for establishing an interchange format for interactive 3D applications. COLLADA is co-designed by the major DCC companies such as Alias , Discreet and Softimage , as well as many other middleware companies and game developers such as Emdigo , Ageia , Secret Level , and SCEE . COLLADA specification is defined using XML Schema, and its open-source SDK is available freely at http://www.collada.org. It contains a cross-platform viewer in source code, and several sample code. Each partner writes and supports their own implementation of COLLADA importer and exporter. Source for the latest 3DMax, Maya, XSI are available for download as well COLLADA 1.0 was presented at SigGraph, providing with all the basics. COLLADA 1.1 was released on December 3rd, and contains all the feature requested by game developers such as animations, user-data, and skinning. This GDC'05 presentation will demonstrate usage of COLLADA for the PSP platform and introduction to advanced features such as Physics and Asset management that will be available in COLLADA 2.0.
I expect big improovements in the COLLADA specs with version 2.0 and successive revisions of it.
#4
Effective Use of OpenMP in Games
Speaker: Pete Isensee (Lead Software Design Engineer, Microsoft Xbox)
Time/Date: TBD
Track: Programming
Format: 60-minute Lecture
Experience Level: Beginner - No special knowledge or experience.
Description: Harnessing the power of multiple processors is a new challenge for game programmers, and one that’s likely to be more and more important as the number of multi-CPU gaming systems grows. One technology that allows developers to use multiple CPUs without all the hassle of spawning threads and synchronizing data is OpenMP. OpenMP is a portable, industry-standard API for C/C++ that supports parallel programming. Although OpenMP has been primarily targeted at high-end supercomputers in the past, it’s now available in the Intel compiler, gcc, and Visual Studio 2005. This talk gives a brief introduction to OpenMP, and then dives into ways that games can really take advantage of this technology to improve performance. We cover common errors, portability issues, and debugging.
Idea Takeaway: In order to get the performance they crave, more and more gamers are buying gaming machines with hyperthreading or multiple CPUs. Future game consoles are likely to have multiple processors as well – harnessing the full power of this silicon is a new challenge for game programmers. OpenMP is a flexible, portable technique for programmers to have in their tool chest. OpenMP allows developers to really take advantage of the gaming systems of the future.
Intended Audience and Prerequisites: This presentation is designed for C++ programmers writing games for any multi-threaded platform. The talk assumes basic knowledge of multi-threading programming issues like synchronization and deadlocks, but does not assume the programmer has used OpenMP.
OpenMP, Xbox guy... Xbox 2 tech talks are coming
#5
Physics in Parallel: Simulation on 7th Generation Hardware
Speaker: David Wu (Director of Technology, Pseudo Intearactive Inc)
Time/Date: TBD
Track: Programming
Format: 60-minute Lecture
Experience Level: Advanced - Requires experience and familiarity with subject.
Description: With the next generation of consoles rapidly approaching, many developers are scrambling to re-architect engines to maximize next generation hardware in an effort to meet next generation expectations. From an architectural standpoint, the most significant change for this generation is Symmetric Multi-processor (SMP) systems. Physics is a computationally intense technology that is becoming increasingly important to games, however, performance issues have always limited it's scope and effectiveness. Fortunately Physical simulation is a technology that is well suited for Parallel implementation. In this lecture, a physics framework designed for SMP systems will be presented, describing implementation issues and trade-offs, performance considerations, and results. Following the presentation a case study will be shown, demonstrating an implementation of the framework within the context of a game that is in development.
Idea Takeaway: The key take away is a broad sample of ideas to help plan physics technology in the next generation of consoles. In particular, the audience will discuss new feature ideas and techniques for implementation.
Intended Audience and Prerequisites: The intended audience is programmers interested in physics and designers with a high tolerance for tech jargon.
Better get used to parallel processing
#6
So You Need a Better Tools/Technology Group?
Speaker: Ned Lerner (Director of Tools & Technology, Sony Computer Entertainment America)
Time/Date: TBD
Track: Programming
Format: Roundtable
Experience Level: All - Open to All Levels
Description: As games approach animated feature films in quality and cost, tools are becoming a critical part of our business. Yet failure in tools/technology groups is the rule, not the exception. Why and how do we fix ours? What will the next generation platforms demand from our tools/technology group? What has worked and what hasn’t? How are vastly increased content and team sizes affecting the process of game development? How do central technology groups fit into this more movie-like future?
Idea Takeaway: Attendees take away the concept that far better tools are possible. Great tools are expensive, but, if you've got the time, will be worth every dollar they cost. There are many surefire ways of ensuring failure. Some are easy to avoid. Others require daily vigilance.
Intended Audience and Prerequisites: Game developers who need better tools, and wonder why it's so hard to make them.
Tools... Tools... Tools... I hope SCEA shows furing the next-generation that their technology group has improoved and is able to help developers even better.