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Сам каталог - Конференция Разработчиков компьютерных Игр

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Список докладов<br />

Список докладов<br />

Семинар ATI<br />

1. DirectX Graphics, Programming for Expert Game Engineers<br />

2. DirectX Graphics, Ultimate Performance<br />

3. Tools for rapid shader development and deployment<br />

4. DirectX 9's High Level Shading Language<br />

5. «Using DirectX 9 for post processing effects»<br />

Shading: from Film to Realtime<br />

Семинар NVIDIA<br />

Докладчик: Rev Lebaredian, Nvidia<br />

Аннотация: History of Shading in Film<br />

- Various seminal films (Star Trek II, Young Sherlock Homes, …)<br />

- Procedural shading vs. practical shaders<br />

Current uses of shading in film<br />

- Advanced lighting models<br />

- Assisting texture mapping<br />

History of the fixed function pipeline in realtime<br />

- Introduction of texture mapping<br />

- Mip-mapping<br />

- Bump-mapping<br />

Current state of shading in realtime<br />

- Vertex shaders<br />

- Fragment shaders<br />

Comparison of shading in film and realtime<br />

- Examples of shaders that can be written identically for both<br />

- Problems with anti-aliasing in realtime<br />

- Splitting traditional film shaders into vertex/fragment shader pairs<br />

- Light shaders vs. material shaders<br />

Future of realtime shading<br />

- Improved anti-aliasing<br />

- Displacements<br />

О докладчике: Rev Lebaredian began his career at JPL as a Networking Engineer and then transitioned<br />

to high-end computer graphics at Warner Brothers Digital as a Technical Director, and author of the cartoon<br />

renderer for «Marvin The Martian in 3-D». On behalf of Warner Brothers Digital, Mr. Lebaredian presented a<br />

technical sketch at the 1996 Siggraph Computer Graphics Convention entitled, «Traditional Cell Animation<br />

Look with 3D Renderers». Mr. Lebaredian left Warner Digital in the spring of 1996 for Dream Quest Images<br />

to write the hair renderer (Yeti) for «Mighty Joe Young». After completing 'Yeti', he started his own software<br />

company, Steamboat Software, Inc., developing the high-end 3D rendering package Jig. The first version of<br />

Jig received a Computer Graphics World 2000 Innovation Award within five months of its release. Mr.<br />

Lebaredian has worked the past year at NVIDIA Corporation, architecting and developing the technology<br />

which ties Cg (NVIDIA's shading language)seamlessly and unobtrusively into the application.<br />

Programming Real-time Graphics with Cg<br />

Докладчик: John Spitzer, NVIDIA Corporation, Director of Developer Technology<br />

Аннотация: GPUs are becoming more and more complex with every generation, with the latest generation<br />

introducing general programability at the pixel level. Cg (also known as HLSL) allows graphics programmers<br />

to access the newest features through a cross-platform high level language, without being burdened with<br />

assembly language shaders. This presentation covers the details of the Cg language, as well as how you can<br />

hook it into your application and development workflow.<br />

О докладчике: John Spitzer is Director of Developer Technology at NVIDIA Corporation where he<br />

oversees development of tools, technology, art and educational materials for the 3D software development<br />

community world-wide. John collaborates with game developers on a daily basis, evaluating the technology<br />

in their games and assisting in the implementation of advanced visual effects. John has participated in a<br />

number of industry standards committees relating to 3D graphics including the OpenGL Architectural<br />

Review Board (ARB) and serving as a founding member and Chair of the SPEC OpenGL Performance<br />

Characterization (SPECopc) organization. While serving on SPECopc, John defined, designed and<br />

implemented the industry standard SPECglperf benchmark. John presents at many developer educational<br />

events each year on topics ranging from performance optimization to advanced shading techniques. John<br />

holds bachelors and masters degrees in computer science from Rice University.<br />

Graphics Performance Optimization<br />

Докладчик: John Spitzer, NVIDIA Corporation, Director of Developer Technology<br />

Аннотация: Good performance is about finding and eliminating bottlenecks as they appear in your game.<br />

This presentation covers each of the areas in the graphics pipeline that may potentially become bottlenecks:<br />

CPU, geometry transfer, vertex processing, primitive assembly, rasterisation, shading and framebuffer<br />

operations. For each area, we will discuss simple diagnostics for determining whether or not it may be a<br />

bottleneck, and actions you can take to improve performance or eliminate the bottleneck altogether. This<br />

presentation covers both industry standard APIs for 3D graphics: Direct3D and OpenGL.<br />

О докладчике: John Spitzer is Director of Developer Technology at NVIDIA Corporation where he<br />

oversees development of tools, technology, art and educational materials for the 3D software development<br />

community world-wide. John collaborates with game developers on a daily basis, evaluating the technology<br />

in their games and assisting in the implementation of advanced visual effects. John has participated in a<br />

number of industry standards committees relating to 3D graphics including the OpenGL Architectural<br />

Review Board (ARB) and serving as a founding member and Chair of the SPEC OpenGL Performance<br />

Characterization (SPECopc) organization. While serving on SPECopc, John defined, designed and<br />

implemented the industry standard SPECglperf benchmark. John presents at many developer educational<br />

events each year on topics ranging from performance optimization to advanced shading techniques. John<br />

holds bachelors and masters degrees in computer science from Rice University.<br />

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