Technology Papers
Presentations
CGO 2008
- Rubin, N., 2008. “Issues and Challenges in Compiling for Graphics Processors” (keynote talk). International Symposium on Code Generation and Optimization (CGO), Boston, Ma. Slides Video
GDC 2008
- Ribble M. 2008. Next-Gen Tile Based GPUs. Conference Session. GDC Mobile 2008. February 19, 2008, San Francisco, CA. Slides
- Tatarchuk, N. 2008. Future-Proof Games with Real-Time Tessellation. Conference Session. Advanced Direct3D Tutorial Day, Game Developer's Conference, February 18, 2008, San Francisco, CA. Slides
- Vlachos, A. (Valve) Post Processing in The Orange Box. Conference Session. Advanced Direct3D Tutorial Day, Game Developer's Conference, February 18, 2008, San Francisco, CA. Slides
- Jon Story & Holger Grün. Harnessing the Power of Multiple GPUs. GDC08 Slides
- Jon Story, Holger Grün & Ignacio Llamas (NVIDIA). Harnessing the Power of Multiple GPUs. GDC08 AD3D Slides
- Richard Huddy. DirectX10.1 “DirectX 10 and then some…”: Slides
- Bill Bilodeau & Peter Lohrmann. Tessellation
in a Low Poly World: Slides
- Nicolas Thibieroz. Ultimate Graphics Performance for DirectX 10 Hardware: Slides
- Jonathan Zarge & Dan Ginsburg. The Ultimate Developers Toolkit: Slides
ACM Symposium on Interactive 3D Graphics and Games (I3D 2008)
- Tatarchuk, N. Tomorrow's Rendering Today: High Quality Interactive Rendering with Real-Time Tessellation on GPU. Invited industry talk. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'08). March, 2008. Redwood City, CA Slides
Eurographics 2007
- Tatarchuk, N. 2007. Topics in Tessellation for High Quality Real-Time Rendering in Computer Graphics. Eurographics Game Industry Presentations Track: New Technologies and Solutions session. Eurographics, Prague, Czech Republic, September 2007.Slides
ACM Siggraph 2007
- Course 24: GPGPU: General-Purpose Computation on Graphics Hardware
- Hensley, J. Close to the Metal. Course 24 - GPGPU: General-Purpose Computation on Graphics Hardware. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Hensley, J. and Yang, J. Tuning GPGPU Applications for Performance. Course 24 - GPGPU: General-Purpose Computation on Graphics Hardware. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Course 28: Advanced Real-Time Rendering in 3D Graphics and Games
- Advanced Real-Time Rendering in 3D Graphics and Games, Course 28 Full course notes PDF
- Tatarchuk, N. (AMD), Shopf, J. (AMD), DeCoro, C. (Princeton / AMD). 2007. Real-Time Isosurface Extraction Using the GPU Programmable Geometry Pipeline. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 122-137. 2007 Chapter 9 Bibtex Course notes, Chapter 9
- Tatarchuk, N. Course Introduction. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Drone, S. Real-Time Particle System on the GPU in Dynamic Environments. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Galoppo, N. Dynamic Deformation Textures. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides Project
web page
- Green, C. Surface Detail Maps with Soft Self-Shadowing. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Green, C. Simple, Fast Vector Texture Maps on GPU. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Tatarchuk, N. Real-Time Tessellation on GPU. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Boulton, M. Tessellation in Viva Piñata. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
Movie: Morph Animation with Tessellation
- Mitchell, J. Interactive Illustrative Rendering in Team Fortress 2. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Andersson, J. Terrain Rendering in Frostbite using Procedural Shader Splatting Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Oat, C. Real-Time Wrinkles. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides Movie
- Mittring, M. Finding Next Gen CryEngine2. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
- Sander, P. V., Nehab, D., Barczak, J. Fast Triangle Reordering for Vertex Locality and Reduced Overdraw. In proceedings of ACM Transactions on Graphics - SIGGRAPH 2007, San Diego, California, July 2007, Volume 26, Issue 3, Article 89. August 2007. Tootle2_BibTex PDF Slides
- Hensley, J., Isidoro, J., Preetham, A. J. Combining computer vision and physics simulations using GPGPU. SIGGRAPH 2007 Sketch, SESSION: Looking good, Article No. 79, August 2007. DepthExtraction_BibTex PDF Slides
- Technical talks
- Wiley, A. and Scheuermann, T. The Art and Technology of Whiteout. AMD Technical Talk, ACM SIGGRAPH, San Diego, CA. August 2007. Slides Movie
- Tatarchuk, N. and Shopf, J. Real-Time Medical Visualization with FireGL. AMD Technical Talk, ACM SIGGRAPH, San Diego, CA. August 2007. Slides Movie
Graphics Hardware 2007
- Doggett, M. AMD's Radeon HD 2900. Hot 3D Session, Graphics Hardware 2007. San Diego, CA, August 2007. Slides
- Nehab, D., Sander, P.V., Lawrence, J., Tatarchuk, N., Isidoro, J. Accelerating Real-Time Shading with Reverse Reprojection Caching. GH '07: Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, pp. 25-35, San Diego, CA, August 2007. Reprojection BibTex PDF Movie Slides
GCDC 2007 Leipzig
Presentations
Develop Brighton - AMD Technical day (guest Microsoft)
GDC 2007
- Presentations
- GDC 2007
- Ginsburg, D. OpenGL ES 2.0 : Start Developing Now. Conference
Session. GDC 2007. March 5-9, 2007, San Francisco,
CA. Slides
- Advanced Direct3D Tutorial Day
- Riguer, G. DirectX10: Porting, Performance and “Gotchas”.
Conference Session. GDC 2007. March 5-9, 2007,
San Francisco, CA. Slides
- Tatarchuk, N. The Importance of Being Noisy:
Fast, High Quality Noise. Conference Session.
GDC 2007. March 5-9, 2007, San Francisco,
CA. Slides
- Wenzel, C. (Crytek) Real-time Atmospheric Effects
in Games Revisited. Conference Session.
GDC 2007. March 5-9, 2007, San Francisco, CA. Slides
- AMD Sponsored Sessions
- Andersson, J. (DICE), Tatarchuk, N. Frostbite
Rendering Architecture and Real-time Procedural
Shading & Texturing Techniques. AMD Sponsored
Session. GDC 2007. March 5-9, 2007, San
Francisco, CA. Slides
- Gruen, H. Performance Profiling with AMD GPU
Tools: A Case Study. AMD Sponsored Session.
GDC 2007. March 5-9, 2007, San Francisco,
CA. Slides
- Shopf, J., Debuy, S. Procedural Tools and Techniques
for Current and Future Game Platforms.
AMD Sponsored Session. GDC 2007. March 5-9, 2007,
San Francisco,
CA. Part
1: Gettin' Procedural (Slides)
- Zarge, J., Sowerby, S. AMD Graphics Developer
Performance Tools. AMD Sponsored Session.
GDC 2007. March 5-9, 2007, San Francisco, CA. Slides
I3D 2007
- Conference Papers
- Nehab, D., Sander, P.V., Lawrence, J., Tatarchuk, N., Isidoro, J. Accelerating Real-Time Shading with Reverse Reprojection Caching. GH '07: Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, pp. 25-35, San Diego, CA, August 2007Reprojection BibTex PDF MovieSlides
- Sander, P. V., Nehab, D., Barczak, J. Fast Triangle Reordering for Vertex Locality and Reduced Overdraw. In proceedings of ACM Transactions on Graphics - SIGGRAPH 2007, San Diego, California, July 2007, Volume 26, Issue 3, Article 89. August 2007. Tootle2_
BibTex PDFSlides
- DeCoro, C., Tatarchuk, N. Real-time Mesh Simplification Using the
GPU. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive
3D Graphics and Games (SI3D '07). MeshSimpl
BibTex PDF Project
Page (Princeton)
- Oat, C., Sander, P. V. 2007. Ambient Aperture Lighting. To appear
in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics
and Games (SI3D '07). AmbAperture
BibTex PDF
- Scheuermann, T., Hensley, J. 2007. Efficient Histogram Generation
Using Scattering on GPUs. To appear in proceedings of ACM SIGGRAPH
Symposium on Interactive 3D Graphics and Games (SI3D '07). GPU
Histogram BibTex PDF
- Conference Course Notes
- NOTE that updated course notes with more material will be posted on this webpage shortly, please check back in two weeks
- Conference Sketches
- Hensley, J., Isidoro, J., Preetham, A. J. Combining computer vision and physics simulations using GPGPU. SIGGRAPH 2007 Sketch, SESSION: Looking good, Article No. 79, August 2007.
DepthExtraction BibTex PDF Slides
- Conference Posters
- Dachsbacher, C., Tatarchuk, N. Prism Parallax Occlusion Mapping with
Accurate Silhouette Generation. To appear in proceedings of ACM
SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '07) as
poster. PrismPOM
BibTex PDF Video
Sweden Technical Day
Eurographics
2006
- Tatarchuk, N. ATI ToyShop. Animation Track, Best of Eurographics
Animation Festival, Eurographics, Vienna, Austria, September
2006. Slides MPG
320 x 240 Download
Eurographics Workshop on Natural Phenomena
2006
- Tatarchuk, N. Artist-Directable Real-Time Rain Rendering in City
Environments. Eurographics Workshop on Natural Phenomena, Vienna,
Austria, September
2006. Slides Paper
PDF
ACM Siggraph 2006
- Scheuermann, T. Render to Vertex Buffer with
D3D9. Course 3: GPU Shading and Rendering. Siggraph,
Boston, MA. August 2006. Slides
- Tatarchuk, N. Advanced Real-Time Rendering in
3D Graphics and Games - Introduction. Course 26:
Advanced Real-Time Rendering in 3D Graphics and
Games. Siggraph, Boston, MA. August 2006. Slides
[Course Notes, Introduction]
- Sander, P. The Parthenon Demo: Preprocessing
and Real-Time Rendering Techniques for Large Datasets.
Course 26: Advanced Real-Time Rendering in 3D Graphics
and Games. Siggraph, Boston, MA. August 2006. Slides [Course Notes, Chapter 1 and 2]
- Oat, C. Rendering Gooey Materials with Multiple
Layers . Course 26: Advanced
Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA.
August 2006. Slides [Course Notes, Chapter 4]
- Evans, A. (Media Molecule). Fast Approximations
for Global Illumination on Dynamic Scenes. Course
26: Advanced Real-Time Rendering in 3D Graphics
and Games. Siggraph, Boston, MA. August 2006. Slides [Course Notes, Chapter 9]
- Tatarchuk, N. Parallax Occlusion Mapping for
Detailed Surface Rendering. Course 26: Advanced
Real-Time Rendering in 3D Graphics and Games. Siggraph,
Boston, MA. August 2006. Slides [Course Notes, Chapter 5]
- Mitchell, J. (Valve) Shading in Valve’s
Source Engine. Course 26: Advanced Real-Time Rendering
in 3D Graphics and Games. Siggraph, Boston, MA.
August 2006. Slides [Course Notes, Chapter 7]
- Tatarchuk, N. Artist-Directable Real-Time Rain
Rendering in City Environments. Course 26: Advanced
Real-Time Rendering in 3D Graphics and Games. Siggraph,
Boston, MA. August 2006. Slides [Course Notes, Chapter 5]
- Oat, C. Ambient Aperture Lighting. Course 26:
Advanced Real-Time Rendering in 3D Graphics and
Games. Siggraph, Boston, MA. August 2006. Slides [Course Notes, Chapter 8]
- Wenzel, C. (Crytek) Real-Time Atmospheric Effects
in Games. Course 26: Advanced Real-Time Rendering
in 3D Graphics and Games. Siggraph, Boston, MA.
August 2006. Slides [Course Notes, Chapter 6]
Academia
- Tatarchuk, N. 2006. Graphics Research at ATI.
Graphics Hardware Day, CSAIL, MIT, Cambridge, MA.
July 2006
Develop Brighton - ATI Technical
day plus special guests (Intel and Microsoft)
Russian Game Developer Conference - KRI 2006 (in Russian)
GDC 2006
I3D 2006
EG2005 Conference
GDC-E 2005
SIGGRAPH 2005
GDC 2005
- OpenGL Tutorial Day Presentations
- Advanced Visual Effects with Direct3D
- ATI Sponsored Sessions
GDC 2005 Videos of above presentations
SIGGRAPH 2004
2004 Eurographics Conference on Graphics Hardware
GDC 2004
GDC 2004 Videos of above presentations
KRI 2004 (in Russian)
NetSeminar December 2003
NetSeminar November 2003
Mojo Reloaded
GDCE 2003
EuroGraphics 2003
NetSeminar
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