GDC 2009

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At their Developer Conference Presentations website.  The talk titled Your Game Needs Direct3D 11, So Get Started Now! is particularly interesting as an overview of how to port code to D3D11.

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A few months back, I wrote a blog post discussing techniques which exploit coherence, either spatial (like multiresolution rendering) or temporal (like reprojection caching).

Both of these were represented at GDC this year.  Jeremy Shopf presented a talk on Mixed Resolution Rendering, and the ambient occlusion technique presented in the talk Rendering Techniques in Gears of War 2 (available on the GDC Vault site) made use of both methods.  The ambient occlusion factors were rendered at a downsampled resolution. In addition, reprojection caching was used to reduce temporal aliasing.  This is the first use I have seen of reprojection caching in a shipping game.

In my previous blog post, I was skeptical of reprojection approaches, since it seemed to me that as an optimization method they did not address the worst case (where the camera angle changes abruptly).  Using such approaches to improve quality instead (as Epic did) makes more sense.

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More material from GDC is coming online each day. We have already mentioned the tutorial slides, as well as Intel’s pageGDC’s Vault site has video which is only available to registered attendees (except for sponsored sessions), but the slide decks are available to everyone.  NVIDIA recently put up a new page with their material – even the material previously available from GDC’s own sites is worth getting from here, since the versions on NVIDIA’s page are significantly more up to date.  The videos for NVIDIA’s sponsored sessions are free for everyone and are linked from the NVIDIA page as well.

Lots of OpenGL and OpenCL stuff is available on the Khronos web site,  and Jeremy Shopf and Jim Tilander have their respective slides up as well. A Google Search for ‘”GDC 2009″ slides’ should turn up more as time goes by.

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