{"id":2192,"date":"2011-05-13T09:51:11","date_gmt":"2011-05-13T15:51:11","guid":{"rendered":"http:\/\/www.realtimerendering.com\/blog\/?p=2192"},"modified":"2011-05-13T09:52:50","modified_gmt":"2011-05-13T15:52:50","slug":"more-free-gdc-2011-content-in-vault","status":"publish","type":"post","link":"https:\/\/www.realtimerendering.com\/blog\/more-free-gdc-2011-content-in-vault\/","title":{"rendered":"More Free GDC 2011 Content in Vault"},"content":{"rendered":"<p>In <a href=\"http:\/\/www.realtimerendering.com\/blog\/gdc-2011-links\/\">my previous GDC links post<\/a>, I briefly mentioned <a href=\"http:\/\/www.gdcvault.com\/free\/gdc-11\">the free section of the GDC Vault<\/a>, and listed individual links to a few of the many videos and presentation slides available there. I&#8217;ll list more links to free Vault content in this post, mostly stuff of interest to readers of this blog that isn&#8217;t otherwise available online.<\/p>\n<p>Videos (many of these have presentation slides available from one of the links included in <a href=\"http:\/\/www.realtimerendering.com\/blog\/gdc-2011-links\/\">my previous post<\/a>):<\/p>\n<ul>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014644\/-SPONSORED-Efficient-Scaling-in\">Efficient Scaling in a Task-Based Game Engine (Yannis Minadakis, Intel)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014645\/-SPONSORED-Hotspots-FLOPS-and\">Hotspots, FLOPS, and uOps: To-The-Metal CPU Optimization (Stan Melax &amp; Deepak Vembar, Intel)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014646\/-SPONSORED-Dynamic-Resolution-Rendering\">Dynamic Resolution Rendering (Doug Binks, Intel)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014647\/-SPONSORED-Increase-your-FPS\">Increase Your FPS with CPU Onload (Doug McNabb &amp; Joshua Doss, Intel)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014648\/-SPONSORED-Delivering-Demand-Based\">Delivering Demand-Based Worlds with Intel SSDs (Dave Lang, Iron Galaxy Studios &amp; Glen Minor, Digital Extremes)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014663\/-SPONSORED-NVIDIA-Parallel-Nsight\">NVIDIA Parallel Nsight: Accelerating GPU Development in BioWare&#8217;s Dragon Age 2 (Jeffrey Kiel, NVIDIA)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014664\/-SPONSORED-NVIDIA-Tegra-Zooming\">NVIDIA Tegra: Zooming to Bang Bang Racing &amp; Next-Gen Mobile Gaming (Lars Bishop, NVIDIA &amp; Mike Clark, Playbox Games)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014665\/-SPONSORED-Stereoscopic-3D-Demystified\">Stereoscopic 3D Demystified: From Theory to Implementation in Starcraft II (Samuel Gateau, NVIDIA &amp; Dominic Filion, Blizzard)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014666\/-SPONSORED-The-Technology-Behind\">The Technology Behind the DirectX 11 Unreal Engine &#8220;Samaritan&#8221; Demo (Martin Mittring, Epic Games &amp; Bryan Dudash, NVIDIA)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014667\/-SPONSORED-Realistic-and-Interactive\">Realistic and Interactive Clothing in Epic Games&#8217; &#8220;Samaritan&#8221; Demo Using NVIDIA APEX (Jeremy Ernst, Epic Games &amp; Dane Johnston, NVIDIA &amp; Monier Maher, NVIDIA)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014698\/-SPONSORED-Building-Next-gen\">Building Next-gen 3D Android Games with Snapdragon&#8217;s Adreno GPU (Mitri Bautista Wiberg, Polarbit &amp; Fredrik Erlandsson, Southend Interactive)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014742\/-SPONSORED-Next-Generation-Portable\">Next Generation Portable Platform (David Coombes, Sony Computer Entertainment)<\/a><\/li>\n<\/ul>\n<p>Slides (skipping any talks linked in my previous post):<\/p>\n<ul>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014281\/Physics-for-Game\">Contacts: How (Not) To Make It Stick (Gino van den Bergen, DTECTA &#8211; from &#8220;Physics for Game Programmers&#8221;)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014279\/Physics-for-Game\">Smoothed Particle Hydrodynamics (Kees van Kooten, Virtual Proteins &#8211; from &#8220;Physics for Game Programmers&#8221;)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014278\/Physics-for-Game\">Designing Physics Algorithms for GPU Architecture )(Takahiro Harada, AMD &#8211; from &#8220;Physics for Game Programmers&#8221;)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014344\/Automated-Level-of-Detail-Generation\">Automated Level of Detail Generation for HALO: REACH (Xi Wang, Bungie)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014348\/HALO-REACH-Effects\">HALO: REACH Effects Tech (Chris Tchou, Bungie)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014363\/Cinematic-Character-Lighting-in-STAR\">Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC (Aaron Otstott &amp; Ben Cloward, Bioware)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014367\/Fast-and-Efficient-Facial-Rigging\">Fast and Efficient Facial Rigging in GEARS OF WAR 3 (Jeremy Ernst, Epic Games)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014369\/Beyond-Horror-Art-Directing-DEAD\">Beyond Horror: Art Directing DEAD SPACE 2 (Ian Milham, Visceral Games)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014371\/Ultimate-Customization-in-Character-Creation\">Ultimate Customization in Character Creation &#8211; Challenges and Innovations (Brad Stokan, Cryptic Studios)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014373\/PS3-Xbox360-NARUTO-SHIPPUDEN-ULTIMATE\">PS3 &amp; Xbox360 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2 Exploring the &#8216;Other Side&#8217; (Hiroshi Matsuyama &amp; Isao Takeshita, CyberConnect 2)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014526\/Lighting-the-Apocalypse-Rendering-Techniqueshttp:\/\/www.gdcvault.com\/play\/1014526\/Lighting-the-Apocalypse-Rendering-Techniques\">Lighting the Apocalypse: Rendering Techniques for RED FACTION: ARMAGEDDON (Mike Flavin, Volition)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014528\/CRYSIS-2-Getting-More-Interactivityhttp:\/\/www.gdcvault.com\/play\/1014528\/CRYSIS-2-Getting-More-Interactivity\">CRYSIS 2: Getting More Interactivity out of Animation-Data (Ivo Herzeg, Crytek)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014554\/Implementation-and-Application-of-the\">Implementation and Application of the Real-Time Helper-Joint System (Ju Bok Kim &amp; Choong-Hyo Kim, Nexon)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014558\/Spectacular-Specular-LEAN-and-CLEAN\">Spectacular Specular: LEAN and CLEAN Specular Highlights (Dan Baker, Firaxis)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014602\/Multicore-Memory-Management-Technology-in\">Multicore Memory Management Technology in MORTAL KOMBAT (Adisak Pochanayon, Netherrealm Studios)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014606\/Iterating-on-a-Dynamic-Camera\">Iterating on a Dynamic Camera System (Phil Wilkins, SCEA Santa Monica)<\/a> (a movie <a href=\"http:\/\/www.gdcvault.com\/play\/1014607\/Iterating-on-a-Dynamic-Camera\">is also available<\/a>)<\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014819\/Animating-NPC-s-in\">Animating NPC&#8217;s in UNCHARTED (John Bellomy, Naughty Dog)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014669\/ALAN-WAKE-The-Writer-Who\">ALAN WAKE: The Writer Who Made Us Rewrite Our Engine (Olli Tervo &amp; Markus Maki, Remedy Entertainment)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014676\/Living-Crowds-AI-Animation-in\">Living Crowds: AI &amp; Animation in ASSASSIN&#8217;S CREED: BROTHERHOOD (Aleissia Laidacker &amp; Nicolas Barbeau, Ubisoft Montreal)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014724\/How-Art-Was-Used-to\">How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN (Christophe Brusseaux, Quantic Dream)<\/a><\/li>\n<li><a href=\"http:\/\/www.gdcvault.com\/play\/1014728\/ALAN-WAKE-Light-and\">ALAN WAKE: Light and Dark (Saku Lehtinen, Remedy Entertainment)<\/a><\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>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&#8217;ll list more links to free Vault content in this post, mostly stuff of interest to readers of this blog that isn&#8217;t otherwise [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[28,454],"class_list":["post-2192","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\/2192","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=2192"}],"version-history":[{"count":9,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/2192\/revisions"}],"predecessor-version":[{"id":2200,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/2192\/revisions\/2200"}],"wp:attachment":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/media?parent=2192"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/categories?post=2192"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/tags?post=2192"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}