Ke-Sen has added two additional conference pages, one for Graphics Interface 2011 and one for the 2011 Symposium on Non-Photorealistic Animation and Rendering.
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Tags: Graphics Interface, NPAR
I’m planning a series of more extensive posts on SIGGRAPH content (starting with the courses), but I’ll start with a quick roundup to help people decide on their attendance before the early-bird registration expires at the end of this week. The roundup is focused on those sessions of potential interest to professional game artists, professional game programmers, real-time rendering researchers and real-time rendering students. I’m not listing paper sessions – I typically skip those in favor of other sessions since the papers themselves tend to be readily available. I’ve also skipped the Reception and the various Birds of a Feather sessions for brevity since those tend to be more social (some Birds of a Feather sessions do have presentations, and others might be of particular interest, so it’s probably a good idea to check the BoF list). More information can be found on the individual SIGGRAPH web pages (linked where available) as well as the SIGGRAPH Advance Program.
UPDATES:
- June 15, 2011: Added SIGGRAPH Dailies! and relevant Exhibitor Tech Talks; added links to individual Panels.
- June 20, 2011: Added links to individual CAF Production Sessions, The Studio Workshops, The Studio Digital Artistry Sessions, and the Keynote.
- June 23, 2011: Added links to remaining sessions, and corrected the classification of some of The Studio presentations.
- June 24, 2011: Removed Reception and Birds of a Feather sessions for brevity; also corrected times of some Studio Talks.
- July 15, 2011: Added individual NVIDIA Exhibitor Tech Talks.
Multiple Days
- Electronic Theater (6:00-8:00 on August 8, 9, and 10)
- Emerging Technologies (2:00-5:30 on August 7; 9:00-5:30 on August 8, 9, and 10; 9:00-1:00 on August 11; also open during Reception)
- Exhibition (9:30-6:00 on August 9 and 10; 9:30-3:30 on August 11)
- Posters (12:00-5:30 on August 7; 9:00-5:30 on August 8, 9, 10, and 11)
- Real-Time Live! (4:30-5:15 on August 8, 9, and 10)
- The Sandbox (12:00-5:30 on August 7; 9:00-5:30 on August 8,9, and 10; 9:00-1:00 on August 11; also open during Reception)
- There are also several co-located conferences which may be of interest
Sunday, August 7th
12:00-1:45:
- Scan-Model-Print: A Roundtable Chat (The Studio Talk)
12:30-1:45:
- Bringing ZBrush to Life: Advanced Visualization Techniques (The Studio Digital Artistry Session)
2:00-3:30:
- Pushing Production Data (Talk Session)
- Animation and Rigging in Blender (The Studio Digital Artistry Session)
- Introduction to Python Scripting (The Studio Workshop)
2:00-5:15:
- 3D Spatial Interaction: Applications for Art, Design, and Science (Course)
- Destruction and Dynamics for Film and Game Production (Course)
- Introduction to Modern OpenGL Programming (Course)
- Liquid Simulation With Mesh-Based Surface Tracking (Course)
3:00-3:30:
- A Unified Dynamics Pipeline for Hair, Cloth, and Flesh in “Rango” (The Studio Talk)
3:45-4:15:
- SolidState Drives in Developer and Artist Workstations (The Studio Talk)
3:45-5:15:
- Successful Creative Collaboration Across Time and Space (Panel)
- Facing Hairy Production Problems (Talk Session)
4:30-5:00:
- Standards in 3D Modeling: Case Study and Applications From Stock 3D (The Studio Talk)
5:00–5:30:
- “Paul” – Creating a Compelling Character Performance (The Studio Talk)
6:00-8:00:
Monday, August 8th
9:00-9:30:
- New and Used Cars (The Studio Talk)
9:00-10:00:
- NVIDIA – Advanced Rendering Solutions (Exhibitor Tech Talk)
9:00-10:30:
- 3D Motion Graphics With Photoshop and After Effects (The Studio Digital Artistry Session)
- Getting Started in Maya (The Studio Workshop)
9:00-12:15:
- PhysBAM: Physically Based Simulation (Course)
- Advances in Real-Time Rendering in Games: Part I (Course)
9:30-10:30:
- The Spirit of “Rango”: Dissection of Character Animation and Rigging (The Studio Talk)
10:15-11:15:
- NVIDIA – OpenGL and CUDA-Based Tessellation (Exhibitor Tech Talk)
10:40-12:10:
- Creating a Multi-Platform Real-Time Portfolio for Your Artwork Using Unity (The Studio Workshop)
11:00-1:00:
- SIGGRAPH Award Presentations and Keynote by Cory Doctorow
11:30-12:30:
- NVIDIA – Parallel Nsight 2.0 and CUDA 4.0 for the Win! (Exhibitor Tech Talk)
12:00-1:00:
- Creating Cool Games Without a Programmer (The Studio Talk)
12:45-1:30:
- NVIDIA – Using the GPU to Create a Seamless Display from Multiple Projectors (Exhibitor Tech Talk)
1:45-3:00:
- NVIDIA – VFX Trendspotting: Unlocking GPU Performance (Exhibitor Tech Talk)
2:00-2:30:
- MakerBot (The Studio Talk)
2:00-3:30:
- Storytelling With Color (Course)
- Tiles and Textures and Faces Oh My! (Talk Session)
- Eye on the Road (Talk Session)
- Dynamic 3D & Photoshop Integration (The Studio Digital Artistry Session)
2:00-5:15:
3:15-4:15:
- NVIDIA – Tools for Mobile Photography and Vision (Exhibitor Tech Talk)
3:45-4:15:
- Rapid Solutions to 3D Scanning (The Studio Talk)
3:45-5:00:
- Cross-Platform Concept Illustration (The Studio Digital Artistry Session)
3:45-5:15:
- The Need for Standardization Within Global Visual Effects Productions Through Open Source and Open Standards (Panel)
- How to Write Fast iPhone and Android Shaders in Unity (The Studio Workshop)
4:30-5:00:
- Per-Face Texture Mapping for Real-time Rendering (The Studio Talk)
4:30- 5:30:
- NVIDIA – GPU Ray Tracing (Exhibitor Tech Talk)
5:00-5:30:
- Blending of Transforms with Non-Uniform Parent Scale (The Studio Talk)
Tuesday, August 9th
9:00-9:30:
- Prop Building for VFX (The Studio Talk)
9:00-10:30:
- Let There Be Light (Talk Session)
- Out of Core (Talk Session)
- Creating Characters With Character (The Studio Digital Artistry Session)
- Rigging Characters for CryENGINE (The Studio Workshop)
9:00-12:15:
- Beyond Programmable Shading I (Course)
10:30-11:30:
- Special Effects With Depth (The Studio Talk)
10:40-12:15:
- Dynamic 3D Integration in CS5 Extended (The Studio Workshop)
10:45-12:15:
- Building Blocks (Talk Session)
- Walk the Line (Talk Session)
- 3D Workflows in Photoshop CS5 Extended (The Studio Digital Artistry Session)
12:30-1:45:
- The Power of the (Wacom) Pen (The Studio Digital Artistry Session)
1:15-1:45:
- UV Layout (The Studio Talk)
2:00-3:30:
- DreamWorks Animation: The Yin and Yang of Creating the Final Battle in “Kung Fu Panda 2″ (CAF Production Session)
2:00-3:30:
- 1000 Points of Light (Talk Session)
2:00-5:15:
- Beyond Programmable Shading II (Course)
- Modeling 3D Urban Spaces Using Procedural and Simulation-Based Techniques (Course)
3:00-3:30:
- 3D Color Printing Using ZCorp Rapid Prototyping (The Studio Talk)
3:45-4:15:
- Let There Be Hair (The Studio Talk)
3:45-4:40:
- The Bakery – Bakery Relight – Interactive Lighting, Shading & Rendering for Pros (Exhibitor Tech Talk)
3:45-5:00:
- Digital Painting With ArtRage (The Studio Digital Artistry Session)
3:45-5:15:
- Fur and Feathers (Talk Session)
4:30-5:00:
- Tokyo Race Lighting for “Cars 2″ (The Studio Talk)
Wednesday, August 10th
9:00-9:30:
- Developing a Fab Lab for 3D Data Capture, Modeling and Prototyping (The Studio Talk)
9:00-10:30:
- Industrial Light & Magic Presents: Getting Dirty: Bringing the Digital Feature “Rango” to Life (CAF Production Session)
- Cinematography: The Visual & the Story (Course)
- Mixed Grill (Talk Session)
- Zbrush Life Sculpting and Portraiture (The Studio Digital Artistry Session)
- Basics of Blend Shapes in Maya (The Studio Workshop)
9:00-12:15:
- Stereoscopy From XY to Z (Course)
9:45-10:45:
- OPTIS – Physics-Based Virtual Reality (Exhibitor Tech Talk)
10:30-11:30:
- Quill-birds of a Feather Tool (The Studio Talk)
10:40-12:10:
- World Creation in CryENGINE (The Studio Workshop)
10:45-12:15:
- Production Volume Rendering 1 (Course)
- From the Ground Up (Talk Session)
- Dynamic 3D & Photoshop Integration (The Studio Digital Artistry Session)
11:15-12:15:
- AMD – OpenCL and OpenGL/DirectX Interoperability (Exhibitor Tech Talk)
11:30-12:00:
- DIYLILCNC (The Studio Talk)
12:30-1:45:
- Real World Camera-Rig Creation (The Studio Digital Artistry Session)
2:00-3:30:
- Imageworks: The Smurf-alution: A Half-Century of Character Development (CAF Production Session)
- Applying Color Theory to Digital Media and Visualization (Course)
- Directing Destruction (Talk Session)
- Anatomy of a Dragon–2D to 3D (The Studio Digital Artistry Session)
2:00-5:15:
- Character Rigging, Deformations, and Simulations in Film and Game Production (Course)
- Production Volume Rendering 2 (Course)
- An Introduction Into After Effects for Motion Graphics (The Studio Workshop)
2:15-3:15:
- Xsens – How Much Animation Can You Do in a Day? (Exhibitor Tech Talk)
3:45-5:00:
- Sensor Calibration (The Studio Digital Artistry Session)
3:45-5:15:
- Crowds (Talk Session)
4:30-5:00:
- The Visual Style of “Legend of the Guardians: The Owls of Ga’Hoole” (The Studio Talk)
6:00-7:30:
Thursday, August 11th
9:00-10:30:
- Hiding Complexity (Talk Session)
9:00-12:15:
- Compiler Techniques for Rendering (Course)
10:40-12:15:
- KeyShot: Amazing Rendering and Animation in Real Time (The Studio Workshop)
10:45-12:15:
- Industrial Light & Magic: New Solutions for New Challenges (CAF Production Session)
- Designing Curriculum for 3D Computer Animation: Innovation and Experimentation for an Evolving Discipline (Panel)
- Volumes and Rendering (Talk Session)
- Smokin’ Fluids (Talk Session)
- Lighting Worlds in Unity (The Studio Talk)
2:00-3:30:
- ACM Student Research Competition Final Presentation
- Guerrilla: The Creation of Killzone 3 (CAF Production Session)
- Heads or Tails (Talk Session)
- Speed of Light (Talk Session)
2:00-5:15:
3:45–5:15:
- Light My Fire (Talk Session)
- Capture and Construction (Talk Session)
Tags: SIGGRAPH, SIGGRAPH 2011
Last week EGSR 2011 papers started to appear at Ke-Sen’s site. Now the HPG 2011 papers are up. How does he do it? Search, search, search (or people let him know). The EGSR schedule is up here. The HPG Paper Chairs sent on the list of accepted paper titles and authors to Ke-Sen.
Ke-Sen has begun his magic: he’s started collecting EGSR 2011 papers. I expect to see an HPG 2011 page starting soon, once their final draft deadline is passed in three days.
We’ve talked about this before, how ACM’s copyright policy stated that they, not you, control the copyright of any images you publish in their journals, proceedings, or other publications. For example, if your hometown newspaper wants to publish a story of “local boy makes good” and wish to include samples of your work, they needed to ask the ACM for permission (and pay the ACM $28 per image). Not a huge problem, but it’s a bureaucratic roadblock for a reasonable request. Researchers are usually surprised to hear they have lost this right.
While it was possible to be assertive and push to retain copyright to your images (or even article) and just grant ACM unlimited permission – certainly firms such as Pixar and Disney have done so with their content – the default was to give the ACM this copyright control.
James O’Brien brought it to our attention that this policy has been revised, and I asked Stephen Spencer (SIGGRAPH’s Director of Publications) for details. His explanation follows.
ACM has recently changed its copyright policy to include the option, under certain circumstances, of retaining copyright on embedded content in material published by ACM. Embedded content can now fall into one of three categories: copyright of the content is transferred to ACM as part of the rest of the paper (the default), the content is “third-party” material (not created by the author(s)), or the content is considered an “artistic image.”
The revised copyright form includes this definition of “artistic images”:
“An exception to copyright transfer is allowed for images or figures in your paper which have ‘independent artistic value.’ You or your employer may retain copyright to the artistic images or figures which you created for some purpose other than to illustrate a point in this paper and which you wish to exploit in other contexts.”
The ACM Copyright Policy page also documents this change in policy.
ACM’s electronic copyright system is being updated to implement this change; authors who wish to declare one or more pieces of embedded content in their papers as “artistic images” should contact Stephen Spencer (at <[email protected]>) to receive a PDF version of the revised copyright form.
The copyright form includes instructions for declaring embedded content as “artistic images,” both in your paper and on the copyright form.
—-
Note that this change is “going forward”; if you have already given ACM the copyright, you cannot get it back. Understandable, as otherwise there could be a flood of requests for recategorization.
I’m happy to see this change, it is a good step in the right direction.
In my previous GDC links post, I briefly mentioned the free section of the GDC Vault, and listed individual links to a few of the many videos and presentation slides available there. I’ll list more links to free Vault content in this post, mostly stuff of interest to readers of this blog that isn’t otherwise available online.
Videos (many of these have presentation slides available from one of the links included in my previous post):
- Efficient Scaling in a Task-Based Game Engine (Yannis Minadakis, Intel)
- Hotspots, FLOPS, and uOps: To-The-Metal CPU Optimization (Stan Melax & Deepak Vembar, Intel)
- Dynamic Resolution Rendering (Doug Binks, Intel)
- Increase Your FPS with CPU Onload (Doug McNabb & Joshua Doss, Intel)
- Delivering Demand-Based Worlds with Intel SSDs (Dave Lang, Iron Galaxy Studios & Glen Minor, Digital Extremes)
- NVIDIA Parallel Nsight: Accelerating GPU Development in BioWare’s Dragon Age 2 (Jeffrey Kiel, NVIDIA)
- NVIDIA Tegra: Zooming to Bang Bang Racing & Next-Gen Mobile Gaming (Lars Bishop, NVIDIA & Mike Clark, Playbox Games)
- Stereoscopic 3D Demystified: From Theory to Implementation in Starcraft II (Samuel Gateau, NVIDIA & Dominic Filion, Blizzard)
- The Technology Behind the DirectX 11 Unreal Engine “Samaritan” Demo (Martin Mittring, Epic Games & Bryan Dudash, NVIDIA)
- Realistic and Interactive Clothing in Epic Games’ “Samaritan” Demo Using NVIDIA APEX (Jeremy Ernst, Epic Games & Dane Johnston, NVIDIA & Monier Maher, NVIDIA)
- Building Next-gen 3D Android Games with Snapdragon’s Adreno GPU (Mitri Bautista Wiberg, Polarbit & Fredrik Erlandsson, Southend Interactive)
- Next Generation Portable Platform (David Coombes, Sony Computer Entertainment)
Slides (skipping any talks linked in my previous post):
- Contacts: How (Not) To Make It Stick (Gino van den Bergen, DTECTA – from “Physics for Game Programmers”)
- Smoothed Particle Hydrodynamics (Kees van Kooten, Virtual Proteins – from “Physics for Game Programmers”)
- Designing Physics Algorithms for GPU Architecture )(Takahiro Harada, AMD – from “Physics for Game Programmers”)
- Automated Level of Detail Generation for HALO: REACH (Xi Wang, Bungie)
- HALO: REACH Effects Tech (Chris Tchou, Bungie)
- Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC (Aaron Otstott & Ben Cloward, Bioware)
- Fast and Efficient Facial Rigging in GEARS OF WAR 3 (Jeremy Ernst, Epic Games)
- Beyond Horror: Art Directing DEAD SPACE 2 (Ian Milham, Visceral Games)
- Ultimate Customization in Character Creation – Challenges and Innovations (Brad Stokan, Cryptic Studios)
- PS3 & Xbox360 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2 Exploring the ‘Other Side’ (Hiroshi Matsuyama & Isao Takeshita, CyberConnect 2)
- Lighting the Apocalypse: Rendering Techniques for RED FACTION: ARMAGEDDON (Mike Flavin, Volition)
- CRYSIS 2: Getting More Interactivity out of Animation-Data (Ivo Herzeg, Crytek)
- Implementation and Application of the Real-Time Helper-Joint System (Ju Bok Kim & Choong-Hyo Kim, Nexon)
- Spectacular Specular: LEAN and CLEAN Specular Highlights (Dan Baker, Firaxis)
- Multicore Memory Management Technology in MORTAL KOMBAT (Adisak Pochanayon, Netherrealm Studios)
- Iterating on a Dynamic Camera System (Phil Wilkins, SCEA Santa Monica) (a movie is also available)
- Animating NPC’s in UNCHARTED (John Bellomy, Naughty Dog)
- ALAN WAKE: The Writer Who Made Us Rewrite Our Engine (Olli Tervo & Markus Maki, Remedy Entertainment)
- Living Crowds: AI & Animation in ASSASSIN’S CREED: BROTHERHOOD (Aleissia Laidacker & Nicolas Barbeau, Ubisoft Montreal)
- How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN (Christophe Brusseaux, Quantic Dream)
- ALAN WAKE: Light and Dark (Saku Lehtinen, Remedy Entertainment)
Since it’s quite a long time after GDC 2011 and I never found the time to do a proper conference report, I thought I’d at least do a link roundup.
First, the GDC Vault has a Free Section with many presentation slides. Video for most talks is behind a paywall, but several notable talks have freely available video:
- The keynote by Satoru Iwata, President of Nintendo
- Classic Game Postmortem: PAC-MAN, by Toru Iwatani
- Classic Game Postmortem: PITFALL!, by David Crane
- Classic Game Postmortem: MARBLE MADNESS, by Mark Cerny
- Classic Game Postmortem: ELITE, by David Braben
- Classic Game Postmortem: RAID ON BUNGELING BAY, by Will Wright
- Classic Game Postmortem: MANIAC MANSION, by Ron Gilbert
- Classic Game Postmortem: OUT OF THIS WORLD/ANOTHER WORLD, by Eric Chahi
- Classic Game Postmortem: POPULOUS, by Peter Molyneux
- Classic Game Postmortem: PRINCE OF PERSIA, by Jordan Mechner
- Classic Game Postmortem: DOOM, by John Romero
- Classic Game Postmortem: BEJEWELED, by Jason Kapalka
There are several other talks with free video, mostly sponsored by companies such as Intel and NVIDIA.
The rest of this post will cover talks where the authors or their companies have made materials available outside the Vault – I haven’t checked, but I suspect there is a fair bit of overlap with the free section in the Vault.
Presentations from the “Advanced Visual Effects with DirectX 11″ tutorial day:
- DX11 Performance Gems (Jon Jansen, NVIDIA)
- Deferred Shading Optimizations (Nicolas Thibieroz, AMD)
- Civilization 5 DX11 Technology (Dan Baker, Firaxis)
- Dragon Age 2 DX11 Technology (Andreas Papathanasis)
- DirectX 11 Rendering in Battlefield 3 (Johan Andersson, DICE)
- AMD’s Favorite Techniques I: DX11 Techniques in the HK2207 Demo (Takahiro Harada, AMD)
- AMD’s Favorite Techniques II: An Optimized Diffusion Depth of Field Solver (Holger Grün, AMD)
- AMD’s Favorite Techniques III: DirectCompute Accelerated Separable Filters (Jon Story, AMD)
- Tessellation on Any Budget (John McDonald, NVIDIA)
- High Performance Post Processing (Nathan Hoobler, NVIDIA)
These are hosted on the AMD conference presentations page, which also has a few other AMD presentations:
- Efficient Compute Shader Programming (Bill Bilodeau, AMD)
- Optimizing and Debugging Graphics Applications with AMD’s GPU PerfStudio 2.5 (Gordon Selley and Peter Lohrmann, AMD)
- Programming for AMD’s Fusion (Richard Huddy and Jin Ran, AMD)
Presentations from the “Physics for Game Programmers” tutorial day (these are only some of the presentations, it looks like the rest are up on the Vault’s free section):
- Soft Constraints: Reinventing the Spring (Erin Catto, Blizzard)
- Numerical Integration (Jim Van Verth, Insomniac)
- Networking for Physics Programmers (Glenn Fiedler, SCEA Santa Monica) (Keynote file)
Presentations from the Technical Artist Bootcamp can be found here – links to individual presentations follow:
- In Advocacy of Tech Art (Keith Self-Ballard, Volition)
- Making Tools Your Artists Will Actually Use (Scott Goffman, Blizzard)
- Ending The Culture War (Rob Galanakis, Bioware)
- TA Personality Assessment (Seth Gibson, Microsoft Game Studios)
- Epic Fail (Steve Theodore, Undead Labs)
- Tech Art and Databases (Adam Pletcher, Volition)
- Using Sim Data In Realtime With Video Textures (Bryan Moss, THQ) (Videos)
- Shader Techniques in Portal 2 (Bronwen Grimes, Valve)
DICE had quite a few presentations at GDC, many related to real-time rendering. All DICE presentations can be found on their publications page.
One DICE presentation of particular interest, Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look (Colin Barre-Brisebois) can also be found on the author’s blog, along with an addendum.
NVIDIA also had a good number of presentations, to be found on their GDC 2011 page. An especially notable one (jointly presented with covered the Epic “Samaritan” demo, intended both to show off the Unreal Engine’s DX11 feature set, and to set a quality bar for the makers of next-generation consoles (the demo was shown on a machine with three GeForce GTX 580 cards connected via SLI, so definitely a “futuristic” system). Online material for the Samaritan demo includes the presentation slides, video of the demo, and some additional technical details on the underlying technology.
Intel also has a dedicated web page for their GDC 2011 presentations. Two especially interesting ones covered Order-Independent Transparency and Dynamic Resolution Rendering. Additional organizations with multiple talks at GDC included AutoDesk and Khronos.
The talk Mega Meshes: Modeling, Rendering and Lighting a World Made of 100 Billion Polygons (Ben Sugden & Michal Iwanicki, Lionhead) presented some unique rendering technology they developed for the (cancelled) game, Milo & Kate. Additional online materials include a video and a second video.
Other rendering talks with online materials include Anti-Aliasing From a Different Perspective (Dmitry Andreev, LucasArts), Practical Occlusion Culling on PS3 (Will Vale, Second Intention), Normal Offset Shadows (poster by Daniel Holbert, High Moon), HTML5 and Other Modern Browser Game Tech (Vincent Scheib, Google), and several presentations that Wolfgang Engel (Confetti) gave at the Intel booth.
Two animation talks also have online materials: The Animation of Halo: Reach: Raising the Bar (Joe Spataro & Tam Armstrong, Bungie), and An Automated Pipeline for Generating Run-Time Rigs (Adam Mechtley, Candlelight Interactive), as well as three non-graphics engineering talks: Forensic Debugging: How To Autopsy, Repair, and Reanimate a Release-built Game (Elan Ruskin, Valve), I Shot You First! Gameplay Networking in Halo: Reach (David Aldridge, Bungie) (there is also a much smaller file without video), and Message Queuing on a Large Scale (Jon Watte, IMVU).
For the sake of completeness, I’ll also list the design, production, and business presentations and videos I found online:
- Creating Satisfying Combat Experiences (Joel Goodsell, Insomniac)
- Industry Lessons Learned and Applying Them to the Road Ahead (Cliff Bleszinski, Epic)
- Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience (Mark Ambinder, Valve)
- An Apology for Roger Ebert (Brian Moriarty, Worcester Polytechnic)
- The Identity Bubble – A Design Approach to Character and Story Creation (Matthias Worch, Visceral Games)
- Paying to Win (Ben Cousins, EA)
- Prototype Through Production: Pro Guitar in ROCK BAND 3 (Jason Booth & Sylvain Dubrofsky, Harmonix)
- Intuition vs. Metrics: How Social Game Design Has Evolved (Laralyn McWilliams & Brenda Brathwaite, Loot Drop)
- We Don’t Need no Stinkin’ Badges: How to Re-invent Reality Without Gamification (Jane McGonigal, Gameful)
- Player-Driven Stories: How Do We Get There? (Kent Hudson, 2K Marin)
- The Game of Platform Power (Daniel Cook, Spry Fox)
- The Game Design Challenge (YouTube video)
If you find any other presentations online, please put a link in the comments to this post.
I just learned of a new book coming out: “Real-Time Shadows“, by an excellent group of researchers (a little more info here). I assume this book will be based on the authors’ 148-page “Casting Shadows in Real Time” course notes and related publications. This subject deserves its own book. There are enough interesting principles and so many variants and subtleties that I’m happy to hear this topic will get thorough coverage. Our book page is updated.
Looking around at other book-related resources, I noticed some interesting bits. John Vince’s “Geometry for Computer Graphics: Formulae, Examples and Proofs“, from 2005, has been reissued in a softcover edition. It’s pricey, as Springer books can be, and weighs in at just 364 pages, but it’s an information-packed volume. It’s a kind of book you rarely see now, one with a dense collection of formulae, like CRC Press used to specialize in. Google Books sample here. Some of it’s pretty tangential to computer graphics – normally I don’t need proofs about things like the opposite angles of a parallelogram being equal – but it’s fun to page through: “Someday I’d love to find a use for that coiled ring equation”. Whether you’ll ever need 1/100th of the information in this book depends on you. It seems like a good fit for demoscene programmers who want procedural functions and model generation, for example. Anyway, something to see if your university library has, just to page through and know it exists.
Speaking of geometric resources, I was sad to see the site geometryalgorithms.com appears to be defunct. What’s key to remember in such cases is that there’s the Wayback Machine. Just put in a dead URL and more times than not this site will have a copy. So the Geometry Algorithms site lives on here! Luckily, math doesn’t really rot, so the articles are still worthwhile. The bad news is that a few of the figures are missing.
For technical book authors, I ran across this interesting little tool: Detexify2. Draw the symbol you need, it will show you likely matches and what LaTeX you need. I’ve found it’s pretty accurate, though seemed to have problems with “not equals” half the time I drew that symbol as a test. Anyway, it’s probably no more efficient than just looking it up here or here, but is more fun.
Last resource for the (mothers’) day: so you want to explain the basics of computer graphics to your mom. Frédo Durand’s six page introduction is not a bad place to start. At the least, you can use the figures at the end to explain ideas.
Many moons ago when the world was young(er), Jim Arvo asked a few other graphics guys what we thought the next volume of “Graphics Gems” should be. After batting around “More Graphics Gems”, “Son of Graphics Gems”, “Revenge of the Graphics Gems” and other alternatives, he finally went with the consensus: number them, even though the first one is not numbered “1″. This is now the norm: GPU Gems, Game Programming Gems, Game Development Tools have all gone this route. The ShaderX/GPU Pro series(es) have gone with pushing the numeral up top, e.g., ShaderX3. Which I guess is officially read as “ShaderX cubed,” but of course everyone calls it “ShaderX Three.” Some have gone a different route, like the “Jim Blinn’s Corner” books were differentiated by the subtitles and by strikingly different cover colors.
Along the way there has been the occasional rough patch with book titles. For example, ShaderX2 is actually two very different books, “Introductions and Tutorials” and “Tips and Tricks.” The “Best of Game Programming Gems” book is excerpted from the first six books, leaving the seventh and eighth in a funny state – “what am I, chopped liver?” There seems to be a tiny hint that there will be a ninth volume, but there’s not a whiff of any call for participation elsewhere, e.g. not on the official series page.
I bring up this topic of naming because there’s now a new axis being developed: gem names. I noticed this a few months ago, and in updating the book page today, it’s official: the new GPU Computing Gems series truly is going with calling their first volume Emerald, the second volume Jade. Or is it vice versa? I honestly had to check.
I have to question this naming concept a bit, especially given the gems’ colors, but I guess the damage is done. “You know, the GPU Computing Gems book edited by Hwu, the one named after a green gem, with the green molecular structure on the cover, came out in 2011?” That accurately describes both volumes. When I first ran across this pair of books, I thought it was a bug or misprint, that there was only one book but with two slightly-different entries, sort of like “Harry Potter and the Philosopher’s/Sorceror’s Stone”. I’m not a marketing genius, but this naming scheme so far is not working for me. Which is a pity, as it does a disservice to the contributors by confusing the message. So, yes, there really are two different volumes, with Emerald out now and Jade coming out in August.
Tags: books
Seven things:
- There’s a post on speculative contacts by Paul Firth, a way of simplifying and stabilizing collision detection that has been used in Little Big Planet. Particularly nice is that demos are built into the page, so you can try the various methods out and see the problems and performance for yourself. This author has followed up with “Collision Detection for Dummies“, a great overview, and “Physics Engines for Dummies“, again with interactive demos.
- The Gamedev Coder Diary has a worthwhile summary of the current state of deferred shading vs. deferred lighting (aka “light pre-pass”) techniques, discussing problems and strengths of each.
- The CODE517E blog has had a number of good posts lately, including an article on deferred rendering myths, another on stable cascaded shadow maps, an accumulation-buffer-like way of making super-high resolution images for printing (with some worthwhile analysis of problems it engenders with mipmap sampling and with view shifting – fun to think about), an extensive rundown of programming languages for videogames, and a summary of tools he uses (quite the long list – I’m still working through those I hadn’t seen before).
- On the topic of languages, Havok put together a page collecting the Lua tutorial talks at GDC 2011.
- The Boeing 777 model (almost 400 million polygons) ray traced at interactive rates on a consumer-level PC, using CUDA. CentiLeo is an out-of-core GPU ray tracer, see this page for some of the slides from the (rather long) video. That said, don’t be fooled by the start of the video: those sequences are generated at 15 seconds a frame and played back at 60 FPS (so 500-1000x from being real-time). Still, the preview mode is indeed interactive, and the Boeing is a huge model. On the other end of things, here’s a fun demoscene ray trace. By the way, Ray Tracey’s blog is good for keeping up on new ray tracing videos and demos and other related topics.
- A poster accepted to SIGGRAPH 2011 by Ohlarik and Cozzi gives a clever little method of properly drawing lines on surfaces for GIS applications. It converts lines to “walls”, then marks those pixels where there is a visibility change of the wall (i.e., one pixel of the wall is visible, a neighboring pixel is not), with a correction for terrain silhouette edges. One more trick for the bag.
- More about the look and feel of games than the technical nerdy stuff I cover here, Topi Kauppinen’s blog pointed me to Susy Oliveira’s sculptures, which are pretty amusing (finally, perfect models for 3D web browsers). There have been similar works by other artists (e.g. Eric Testroete’s head), but the more the merrier.
Tags: collision detection, deferred lighting, deferred shading, GIS, languages, lines, Lua, physics engine, printing, ray tracing

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