{"id":2099,"date":"2011-05-11T13:14:12","date_gmt":"2011-05-11T19:14:12","guid":{"rendered":"http:\/\/www.realtimerendering.com\/blog\/?p=2099"},"modified":"2013-11-14T11:33:19","modified_gmt":"2013-11-14T17:33:19","slug":"gdc-2011-links","status":"publish","type":"post","link":"https:\/\/www.realtimerendering.com\/blog\/gdc-2011-links\/","title":{"rendered":"GDC 2011 Links"},"content":{"rendered":"<p>Since it&#8217;s quite a long time after GDC 2011 and I never found the time to do a proper conference report, I thought I&#8217;d at least do a link roundup.<\/p>\n<p>First, the <a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a> has a <a href=\"http:\/\/www.gdcvault.com\/free\/gdc-11\">Free Section with many presentation slides<\/a>. Video for most talks is behind a paywall, but several notable talks have freely available video:<\/p>\n<ul>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014592\/Video-Games-Turn-25-A\">The keynote by Satoru Iwata, President of Nintendo<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014631\/Classic-Game-Postmortem-PAC\">Classic Game Postmortem: PAC-MAN, by Toru Iwatani<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014632\/Classic-Game-Postmortem-PITFALL\">Classic Game Postmortem: PITFALL!, by David Crane<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014629\/Classic-Game-Postmortem-MARBLE\">Classic Game Postmortem: MARBLE MADNESS, by Mark Cerny<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014628\/Classic-Game-Postmortem\">Classic Game Postmortem: ELITE, by David Braben<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014635\/Classic-Game-Postmortem-RAID-ON\">Classic Game Postmortem: RAID ON BUNGELING BAY, by Will Wright<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014732\/Classic-Game-Postmortem-MANIAC\">Classic Game Postmortem: MANIAC MANSION, by Ron Gilbert<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014630\/Classic-Game-Postmortem-OUT-OF\">Classic Game Postmortem: OUT OF THIS WORLD\/ANOTHER WORLD, by Eric Chahi<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014633\/Classic-Game-Postmortem\">Classic Game Postmortem: POPULOUS, by Peter Molyneux<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014634\/Classic-Game-Postmortem-PRINCE-OF\">Classic Game Postmortem: PRINCE OF PERSIA, by Jordan Mechner<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014627\/Classic-Game-Postmortem\">Classic Game Postmortem: DOOM, by John Romero<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014626\/Classic-Game-Postmortem\">Classic Game Postmortem: BEJEWELED, by Jason Kapalka<\/a><\/li>\n<\/ul>\n<p>There are several other talks with free video, mostly sponsored by companies such as Intel and NVIDIA.<\/p>\n<p>The rest of this post will cover talks where the authors or their companies have made materials available outside the Vault &#8211; I haven&#8217;t checked, but I suspect there is a fair bit of overlap with the free section in the Vault.<\/p>\n<p>Presentations from the &#8220;Advanced Visual Effects with DirectX 11&#8221; tutorial day:<\/p>\n<ul id=\"internal-source-marker_0.7194965183400512\">\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/GDC2011-DX11-Perf-Gems.pps\">DX11 Performance Gems (Jon Jansen, NVIDIA)<\/a><\/li>\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/Deferred Shading Optimizations.pps\">Deferred Shading Optimizations (Nicolas Thibieroz, AMD)<\/a><\/li>\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/Firaxis%20LORE.pps\">Civilization 5 DX11 Technology (Dan Baker, Firaxis)<\/a><\/li>\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/DirectX%2011%20in%20Dragon%20Age%202.pps\">Dragon Age 2 DX11 Technology (Andreas Papathanasis)<\/a><\/li>\n<li><a href=\"http:\/\/download2-developer.amd.com\/amd\/gpu_assets\/GDC11_DX11inBF3.pps\">DirectX 11 Rendering in Battlefield 3 (Johan Andersson, DICE)<\/a><\/li>\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/DX11TechniquesInHK2207.pps\">AMD&#8217;s Favorite Techniques I: DX11 Techniques in the HK2207 Demo (Takahiro Harada, AMD)<\/a><\/li>\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/An%20Optimized%20Diffusion%20Depth%20of%20Field%20Solver.ppsx\">AMD&#8217;s Favorite Techniques II: An Optimized Diffusion Depth of Field Solver (Holger Gr\u00fcn, AMD)<\/a><\/li>\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/DirectCompute%20Accelerated%20Separable%20Filters.pps\">AMD&#8217;s Favorite Techniques III: DirectCompute Accelerated Separable Filters (Jon Story, AMD)<\/a><\/li>\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/Tessellation_On_Any_Budget-GDC2011.pps\">Tessellation on Any Budget (John McDonald, NVIDIA)<\/a><\/li>\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/GDC2011_HighPerformancePostProcessing.pps\">High Performance Post Processing (Nathan Hoobler, NVIDIA)<\/a><\/li>\n<\/ul>\n<p>These are hosted on <a href=\"http:\/\/developer.amd.com\/documentation\/presentations\/Pages\/default.aspx\">the AMD conference presentations page<\/a>, which also has a few other AMD presentations:<\/p>\n<ul>\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/Efficient%20Compute%20Shader%20Programming.pps\">Efficient Compute Shader Programming (Bill Bilodeau, AMD)<\/a><\/li>\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/PerfStudio2%20GDC%202011%20-%20Wide.pps\">Optimizing and Debugging Graphics Applications with AMD&#8217;s GPU PerfStudio 2.5 (Gordon Selley and Peter Lohrmann, AMD)<\/a><\/li>\n<li><a href=\"http:\/\/developer.amd.com\/gpu_assets\/Programming%20for%20AMD%27s%20Fusion.pps\">Programming for AMD&#8217;s Fusion (Richard Huddy and Jin Ran, AMD)<\/a><\/li>\n<\/ul>\n<p>Presentations from the &#8220;Physics for Game Programmers&#8221; tutorial day (these are only some of the presentations, it looks like the rest are up on the Vault&#8217;s free section):<\/p>\n<ul>\n<li><a href=\"http:\/\/code.google.com\/p\/box2d\/downloads\/detail?name=GDC2011_Catto_Erin_Soft_Constraints.pdf\">Soft Constraints: Reinventing the Spring (Erin Catto, Blizzard)<\/a><\/li>\n<li><a href=\"http:\/\/www.essentialmath.com\/GDC11_JMV_Integration.pdf\">Numerical Integration (Jim Van Verth, Insomniac)<\/a><\/li>\n<li><a href=\"http:\/\/code.google.com\/p\/netgame\/downloads\/detail?name=Networked%20Physics%202011.key\">Networking for Physics Programmers (Glenn Fiedler, SCEA Santa Monica)<\/a> (Keynote file)<\/li>\n<\/ul>\n<p>Presentations from the Technical Artist Bootcamp <a href=\"http:\/\/tech-artists.org\/forum\/showthread.php?&amp;t=1500\">can be found here<\/a> &#8211; links to individual presentations follow:<\/p>\n<ul>\n<li><a href=\"http:\/\/tech-artists.org\/downloads\/GDC2011\/GDC2011_KeithSelf-Ballard_Advocacy.pdf\">In Advocacy of Tech Art (Keith Self-Ballard, Volition)<\/a><\/li>\n<li><a href=\"http:\/\/tech-artists.org\/downloads\/GDC2011\/GDC2011_ScottGoffman_MakingGoodTools.pdf\">Making Tools Your Artists Will Actually Use (Scott Goffman, Blizzard)<\/a><\/li>\n<li><a href=\"http:\/\/tech-artists.org\/downloads\/GDC2011\/GDC2011_RobGalanakis_EndingCultureWar.pdf\">Ending The Culture War (Rob Galanakis, Bioware)<\/a><\/li>\n<li><a href=\"http:\/\/tech-artists.org\/downloads\/GDC2011\/GDC2011_SethGibson_TAPersonalityAssessment.pptx\">TA Personality Assessment (Seth Gibson, Microsoft Game Studios)<\/a><\/li>\n<li><a href=\"http:\/\/tech-artists.org\/downloads\/GDC2011\/GDC2011_SteveTheodore_EpicFail.pdf\">Epic Fail (Steve Theodore, Undead Labs)<\/a><\/li>\n<li><a href=\"http:\/\/tech-artists.org\/downloads\/GDC2011\/GDC2011_AdamPletcher_Databases.pdf\">Tech Art and Databases (Adam Pletcher, Volition)<\/a><\/li>\n<li><a href=\"http:\/\/tech-artists.org\/downloads\/GDC2011\/GDC2011_BryanMoss_VideoCloth.pdf\">Using Sim Data In Realtime With Video Textures (Bryan Moss, THQ)<\/a> (<a href=\"http:\/\/tech-artists.org\/downloads\/GDC2011\/GDC2011_BryanMoss_VideoCloth_VIDEOS.zip\">Videos<\/a>)<\/li>\n<li><a href=\"http:\/\/tech-artists.org\/downloads\/GDC2011\/GDC2011_BronwenGrimes_NonstandardTextures.pdf\">Shader Techniques in Portal 2 (Bronwen Grimes, Valve)<\/a><\/li>\n<\/ul>\n<p><a href=\"http:\/\/www.dice.se\/\">DICE<\/a> had quite a few presentations at GDC, many related to real-time rendering. All DICE presentations can be found on <a href=\"http:\/\/publications.dice.se\">their publications page<\/a>.<\/p>\n<p>One DICE presentation of particular interest, <a href=\"http:\/\/zigguratvertigo.com\/2011\/03\/07\/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look\/\">Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look (Colin Barre-Brisebois)<\/a> can also be found on <a href=\"http:\/\/zigguratvertigo.com\/\">the author&#8217;s blog<\/a>, along <a href=\"http:\/\/zigguratvertigo.com\/2011\/04\/04\/approximating-translucency-part-ii-addendum-to-gdc-2011-talk-gpu-pro-2-article\/\">with an addendum<\/a>.<\/p>\n<p><a href=\"http:\/\/www.nvidia.com\/\">NVIDIA<\/a> also had a good number of presentations, to be found on <a href=\"http:\/\/www.nvidia.com\/object\/gdc2011.html\">their GDC 2011 page<\/a>. An especially notable one (jointly presented with covered the Epic &#8220;Samaritan&#8221; demo, intended both to show off the Unreal Engine&#8217;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 &#8220;futuristic&#8221; system). Online material for the Samaritan demo includes <a href=\"http:\/\/www.nvidia.com\/content\/PDF\/GDC2011\/Epic.pdf\">the presentation slides<\/a>, <a href=\"http:\/\/www.youtube.com\/watch?v=RSXyztq_0uM\">video of the demo<\/a>, and <a href=\"http:\/\/udn.epicgames.com\/Three\/DirectX11Rendering.htmlhttp:\/\/udn.epicgames.com\/Three\/DirectX11Rendering.html\">some additional technical details<\/a> on the underlying technology.<\/p>\n<p>Intel also has a <a href=\"http:\/\/software.intel.com\/en-us\/articles\/intelgdc2011\/\">dedicated web page for their GDC 2011 presentations<\/a>. Two especially interesting ones covered <a href=\"http:\/\/software.intel.com\/en-us\/articles\/adaptive-transparency\/\">Order-Independent Transparency<\/a> and <a href=\"http:\/\/software.intel.com\/en-us\/blogs\/2011\/03\/09\/dynamic-resolution-rendering-gdc-2011-presentation-slides-available\/\">Dynamic Resolution Rendering<\/a>. Additional organizations with multiple talks at GDC included <a href=\"http:\/\/area.autodesk.com\/gdc2011\">AutoDesk<\/a> and <a href=\"http:\/\/www.khronos.org\/developers\/library\/\">Khronos<\/a>.<\/p>\n<p>The talk <a href=\"http:\/\/miciwan.com\/GDC2011\/GDC2011_Mega_Meshes.pdf\">Mega Meshes: Modeling, Rendering and Lighting a World Made of 100 Billion Polygons (Ben Sugden &amp; Michal Iwanicki, Lionhead)<\/a> presented some unique rendering technology they developed for the (cancelled) game, Milo &amp; Kate. Additional online materials include <a href=\"http:\/\/www.youtube.com\/watch?v=M04SMNkTx9E\">a video<\/a> and <a href=\"http:\/\/www.youtube.com\/watch?v=cdcqtjlBWCE\">a second video<\/a>.<\/p>\n<p>Other rendering talks with online materials include <a href=\"http:\/\/and.intercon.ru\/releases\/talks\/dlaagdc2011\/\">Anti-Aliasing From a Different Perspective (Dmitry Andreev, LucasArts)<\/a>, <a href=\"http:\/\/www.secondintention.com\/news\/gdc-slides-available-to-download\">Practical Occlusion Culling on PS3 (Will Vale, Second Intention)<\/a>, <a href=\"http:\/\/www.dissidentlogic.com\/#Normal%20Offset%20GDC%20Materials\">Normal Offset Shadows (poster by Daniel Holbert, High Moon)<\/a>,<a href=\"http:\/\/www.slideshare.net\/vincent_scheib\/html5-and-other-modern-browser-game-tech\"> HTML5 and Other Modern Browser Game Tech (Vincent Scheib, Google)<\/a>, and <a href=\"http:\/\/www.confettispecialfx.com\/gdc-wrap-up\">several presentations<\/a> that Wolfgang Engel (Confetti) gave at the Intel booth.<\/p>\n<p>Two animation talks also have online materials: <a href=\"http:\/\/www.bungie.net\/Inside\/publications.aspx#pub30929\">The Animation of Halo: Reach: Raising the Bar (Joe Spataro &amp; Tam Armstrong, Bungie)<\/a>, and <a href=\"http:\/\/adammechtley.com\/2011\/04\/an-automated-pipeline-for-generating-run-time-rigs\/\">An Automated Pipeline for Generating Run-Time Rigs (Adam Mechtley, Candlelight Interactive)<\/a>, as well as three non-graphics engineering talks:<a href=\"http:\/\/assemblyrequired.crashworks.org\/gdc-2011-crash-analysis-and-forensic-debugging\/\"> Forensic Debugging: How To Autopsy, Repair, and Reanimate a Release-built Game (Elan Ruskin, Valve)<\/a>, <a href=\"http:\/\/downloads.bungie.net\/presentations\/David_Aldridge_Programming_Gameplay_Networking_Halo_final_pub.pptx\">I Shot You First! Gameplay Networking in Halo: Reach (David Aldridge, Bungie)<\/a> (there is also<a href=\"http:\/\/downloads.bungie.net\/presentations\/David_Aldridge_Programming_Gameplay_Networking_Halo_final_pub_without_video.pptx\"> a much smaller file without video<\/a>), and<a href=\"http:\/\/www.slideshare.net\/JonWatte\/message-queuing-on-a-large-scale-imvus-stateful-realtime-message-queue\"> Message Queuing on a Large Scale (Jon Watte, IMVU)<\/a>.<\/p>\n<p>For the sake of completeness, I&#8217;ll also list the design, production, and business presentations and videos I found online:<\/p>\n<ul>\n<li><a href=\"http:\/\/www.insomniacgames.com\/research_dev\/articles\/2011\/152568379\">Creating Satisfying Combat Experiences (Joel Goodsell, Insomniac)<\/a><\/li>\n<li><a href=\"http:\/\/gdc.gamespot.com\/video\/6302264\/\">Industry Lessons Learned and Applying Them to the Road Ahead (Cliff Bleszinski, Epic)<\/a><\/li>\n<li><a href=\"http:\/\/www.valvesoftware.com\/publications\/2011\/ValveBiofeedback-Ambinder.pdf\">Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience (Mark Ambinder, Valve)<\/a><\/li>\n<li><a href=\"http:\/\/ludix.com\/moriarty\/apology.html\">An Apology for Roger Ebert (Brian Moriarty, Worcester Polytechnic)<\/a><\/li>\n<li><a href=\"http:\/\/www.worch.com\/2011\/03\/05\/identity-bubble-download\/\">The Identity Bubble &#8211; A Design Approach to Character and Story Creation (Matthias Worch, Visceral Games)<\/a><\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/bcousins\/paying-to-win\">Paying to Win (Ben Cousins, EA)<\/a><\/li>\n<li><a href=\"https:\/\/docs.google.com\/leaf?id=0ByAUJbBXzPYBOTk5ZDZmZWUtYjRlOC00ZGNmLWE1ZWEtMTdkNThlMjJmMGFi&amp;hl=en\">Prototype Through Production: Pro Guitar in ROCK BAND 3 (Jason Booth &amp; Sylvain Dubrofsky, Harmonix)<\/a><\/li>\n<li><a href=\"http:\/\/bbrathwaite.wordpress.com\/2011\/03\/01\/gdc-2011-slides-for-gdc-education-vs-intuition-talk\/\">Intuition vs. Metrics: How Social Game Design Has Evolved (Laralyn McWilliams &amp; Brenda Brathwaite, Loot Drop)<\/a><\/li>\n<li><a href=\"http:\/\/seriousgamesmarket.blogspot.com\/2011\/03\/jane-mcgonigal-slides-at-gdc-2011.htmlhttp:\/\/seriousgamesmarket.blogspot.com\/2011\/03\/jane-mcgonigal-slides-at-gdc-2011.html\">We Don&#8217;t Need no Stinkin&#8217; Badges: How to Re-invent Reality Without Gamification (Jane McGonigal, Gameful)<\/a><\/li>\n<li><a href=\"http:\/\/www.onethree.org\/gdc\/\">Player-Driven Stories: How Do We Get There? (Kent Hudson, 2K Marin)<\/a><\/li>\n<li><a href=\"http:\/\/www.lostgarden.com\/2011\/03\/gdc-2011-game-of-platform-power.html\">The Game of Platform Power (Daniel Cook, Spry Fox)<\/a><\/li>\n<li><a href=\"http:\/\/www.youtube.com\/watch?v=UAG6XzGah8Q\">The Game Design Challenge (YouTube video)<\/a><\/li>\n<\/ul>\n<p>If you find any other presentations online, please put a link in the comments to this post.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Since it&#8217;s quite a long time after GDC 2011 and I never found the time to do a proper conference report, I thought I&#8217;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 [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[28,454],"class_list":["post-2099","post","type-post","status-publish","format-standard","hentry","category-resources","tag-gdc","tag-gdc-2011"],"_links":{"self":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/2099","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/comments?post=2099"}],"version-history":[{"count":21,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/2099\/revisions"}],"predecessor-version":[{"id":3686,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/2099\/revisions\/3686"}],"wp:attachment":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/media?parent=2099"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/categories?post=2099"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/tags?post=2099"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}