CFP

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Marwan Ansari has put out a call for participation for “Game Development Tools 2″. Proposals are due July 1, for publication around SIGGRAPH 2014. Among other things, Marwan’s the author of some wonderful (old but still useful) comprehensive articles on GPU image processing, freely downloadable in the “ShaderX^2 Tips and Tricks book”.

You can use Amazon’s Look Inside feature to see some of the first book in the “Game Development Tools” series, and the demos for the first book are also available.

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HPG is a great little conference squarely aimed at interactive rendering techniques, including areas such as hardware and ray tracing. It will be June 25-27 in Paris (France, not Texas), colocated with another excellent gathering of researchers, the Eurographics Symposium on Rendering. See the HPG call for participation and EGSR CFP for more information.

Entirely gratuitous image follows, a voxelized and 3d printed you-know-what (from here):

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The High Performance Graphics 2012 Call for Participation is up, go get it. HPG 2012 is in Paris (France, not Texas) June 25-27, co-located with EGSR, another excellent symposium.

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Passing this along, from Marwan Ansari. “Real” blogging again soon…

Now that the first volume of Game Development Tools has gone to the printers and will be available shortly, we invite you to submit a proposal for an  innovative article to be included in a forthcoming book, Game Development Tools 2, which will be edited by Marwan Y. Ansari and published by CRC Press/A. K. Peters. We expect to publish the volume in time for GDC 2012.

We are open to any tools articles that you feel would make a valuable contribution to this book.

Some topics that would be of interest include:

· Content Pipeline tools (creation, streamlining, management)

· Graphics/Rendering tools

· Profiling tools

· Collada import/export/inspection tools

· Sound tools

· In-Game debugging tools

· Memory management & analysis tools

· Console tools (single and cross platform)

· Mobile Device (phone/tablet) tools

This list is not meant to be exclusive and other topics are welcome.

The schedule for the book is as follows:

July 1         – All proposals in.

July 18th   – Authors are informed and begin writing articles.

Aug 19th   – First draft in to editor

Sept 16th   – Drafts sent back authors with notes for final draft.

Oct  15th   – Final articles in to editor

Dec 1st      - Final articles to publisher (A K Peters)

GDC 2012 – Book is released

Please send proposals using this form to: marwan at gamedevelopmenttools dot com.

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Passing on the word:

IEEE CGA special issue

Modeling and Rendering Material Appearance

Final submissions due: 1 July 2011
Publication date: March/April 2012

Modeling and rendering the appearance of materials is important in many computer graphics applications. Understanding material appearance draws on methods from diverse fields including the physics of light interaction with material (including models of BRDF, bidirectional reflectance distribution functions, and BSSRDF, bidirectional subsurface scattering reflection distribution functions), human perception of materials, and efficient data structures and algorithms.

This special issue will cover all aspects of material appearance in graphics, ranging from theory to application. Possible topics include (but are not limited to)

  • first-principle models for BRDF and BSSRDF;
  • procedural models of materials;
  • modeling of mesoscale material features including bumps, ridges, and so on;
  • measurement of material appearance including BRDF, BSSRDF, and BTF (bidirectional texture functions);
  • numerical simulation of material appearance;
  • new instruments for measuring appearance;
  • material-appearance models from photo collections;
  • new data structures for representing material appearance;
  • efficient rendering of BTF and BSSRDF;
  • new interfaces for designing material appearance;
  • methods for printing hard copies of material appearance;
  • psychophysics of material appearance with application to computer modeling;
  • material-appearance applications in industry such as the design of paints and coatings; and
  • nonphotorealistic rendering of material appearance.

Questions?

Contact Holly Rushmeier ([email protected]) or  Pierre Poulin ([email protected])

Submission Guidelines

Articles should be no more than 8,000 words, with each figure counting as 200 words. Cite only the 12 most relevant references, and consider providing technical background in sidebars for nonexpert readers. Color images are preferable and should be limited to 10. Visit CG&A style and length guidelines at www.computer.org/cga/author.html.

Please submit your article using the online manuscript submission service at https://mc.manuscriptcentral.com/cs-ieee. When uploading your article, select the appropriate special-issue title under the category “Manuscript Type.” Also include complete contact information for all authors. If you have any questions about submitting your article, contact the peer review coordinator at [email protected].

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Marwan Ansari has put out a call for participation (i.e., articles) for an upcoming book, “Game Development Tools”. The CFP is short, so I’ve included it below. Please pass on the URL http://gamedevelopmenttools.com/ for the book’s website to anyone you think would be interested.

To me, the things I most appreciate from Marwan are his two articles in ShaderX 2: Tips & Tricks (free for download). These are still relevant today: “Advanced Image Processing with DirectX® 9 Pixel Shaders” (written with Jason Mitchell, now at Valve, and Evan Hart, and the article “Image Effects with DirectX® 9 Pixel Shaders”. He’s worked for a number of games companies since his ATI days.

The CFP:

We invite you to submit a proposal for an  innovative article to be included in a forthcoming book, Game Development Tools, which will be edited by Marwan Y. Ansari and published by A. K. Peters. We expect to publish the volume in time for GDC 2011.

We are open to any tools articles that you feel would make a valuable contribution to this book.

Some topics that would be of interest include:

  • Content Pipeline tools (creation, streamlining, management)
  • Graphics/Rendering tools
  • Profiling tools
  • Collada import/export/inspection
  • Sound tools
  • In-Game debugging tools
  • Memory management & analysis
  • Console tools (single and cross platform)

This list is not meant to be exclusive and other topics are welcome.

The schedule for the book is as follows:

June 30th           – All proposals in.

July 15th            – Final list of accepted authors are informed and begin articles.

August 15th       – First draft in to editor

September 15th  – Drafts sent to other book authors for peer review

October 15th      – Final articles in to editor

November 30th   – Final articles to publisher (A K Peters)

GDC 2011          – Book is released.

Please send proposals to marwan at gamedevelopmenttools dot com.

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GPU Pro (the rebranded ShaderX series) will be published soon. Wolfgang Engel, the editor in chief of the series, has now put out a call for participation for GPU Pro 2read about it here. Proposal deadline is May 17th.

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SBIM-NPAR CFP

SBIM = Sketch-Based Interfaces and Modeling workshop
NPAR = Symposium on Non-Photorealistic Animation and Rendering
CFP = Call for Participation

SBIM-NPAR 2010 will be held June 7-10 in Annecy, France. The NPAR call for participation is up; due date is March 15th, but April 2nd for any SIGGRAPH rejections to be considered. In addition to research, they’re specifically looking to the games community for production papers on how game developers create their GUIs, editing tools, and NPR effects.

Every other year NPAR is held in Annecy, and it sounds lovely. In the evenings the Annecy International Animated Film Festival takes place—how perfect! Someday I’ll figure out a way to attend; until then, I can but dream.

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HPG and EGSR 2010

Information on the 2010 iterations of the High Performance Graphics conference (HPG) and the Eurographics Symposium on Rendering (EGSR) is now available online.  The two conferences will be co-located in Saarbrucken, Germany in late June.  Fortunately (and unlike HPG’s co-location with SIGGRAPH this year) there is no overlap between the two – EGSR immediately follows HPG.  These are both excellent conferences with strong (albeit in HPG’s case, short) histories of high-quality real-time rendering work. For many of our European readers, the combination of the two conferences should prove irresistible.

Update: the HPG website and CFP are up.

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As I mentioned in a previous post, Eric Lengyel is heading up a new project, a book series called “Game Engine Gems”. It turns out that we ran across the website before it was announced (moral: there’s no hiding on the internet). He’s sent out an official call for papers today – see the book’s website for basic information.

I’m posting today to mention a few dates not currently shown on the website (though I expect this will change soon):

  • August 1 – Final day to submit article proposals
  • August 15 – Authors notified of acceptance
  • October 15 – Final day to submit completed articles

Contact Eric for more information.

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