Tag Archives: GDC 2011

More Free GDC 2011 Content in Vault

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):

Slides (skipping any talks linked in my previous post):

GDC 2011 Links

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:

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:

These are hosted on the AMD conference presentations page, which also has a few other AMD presentations:

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):

Presentations from the Technical Artist Bootcamp can be found here – links to individual presentations follow:

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:

If you find any other presentations online, please put a link in the comments to this post.