
View our GDC 2009 Sessions
2008 Sessions:
Threading Success Stories
Speakers: Paul Lindberg & Bradley Werth (Intel Applications Engineers)
In this follow-up to 2007's well-received "Threading for Performance" tutorial, we cover the
present and future of multi-threaded design in PC games. You will learn about the successful
approaches taken by leading PC game developers in taking maximum advantage of the lastest
multi-core processors
Optimizing DirectX
Speaker: Leigh Davies (Intel Senior ApplicationsEngineer, 3D Graphics, Multi-threading)
Date/Time: Wednesday (February 20, 2008) 9:00am – 10:00am
Location: Room 2011
Track: Programming
Experience Level: All
Session Description: This session covers best practices in designing threaded rendering in PC games. Examples of current PC titles will be used throughout the talk to highlight the various points.
Gaming on the Go: Mobility Considerations for Gaming
Speaker: Satheesh G. Subramanian (Intel Senior Applications Engineer, Graphics and Gaming Technology)
Date/Time: Wednesday (February 20, 2008) 9:00am – 10:00am
Location: Room 3016
Track: Programming
Experience Level: All
Session Description: Laptops are becoming an increasingly relevant portion of the gaming market. This session will focus on the features your game needs to provide to accomodate laptops as first-class platforms.
COLLADA in the Game
Speaker: Remi Arnaud (Intel Game Engine Technology Team Leader, Advanced Visual Computing, Co-creator of COLLADA standard)
Date/Time: Wednesday (February 20, 2008) 12:00pm – 1:00pm
Location: Room 2011
Track: Production
Experience Level: All
Session Description: Remi Arnaud, co-creator of the COLLADA standard, will lead panelists in a discussion on how COLLADA is meeting the demanding requirements of the most compelling content and creating next-generation user experiences.
Interactive Ray Tracing in Games
Speaker: Daniel Pohl (Intel Research Scientist, 3D Graphics & Game Development)
Date/Time: Wednesday (February 20, 2008) 2:30pm – 3:30pm
Location: Room 3016
Track: Programming
Experience Level: All
Session Description: Ray tracing makes the generation of images of much higher quality possible compared to current approaches that are used by today’s games. In this lecture Daniel Pohl will elaborate about his experience on mapping a real-time ray tracer to the games Quake 3 and Quake 4.
The Future of Programming for Multi-core with the Intel Compilers
Speaker: TBD
Date/Time: Thursday (February 21, 2008) 9:00AM-10:00AM
Location: Room 2011
Track: Programming
Experience Level: All
Session Description: This session will describe the current state of the art for optimizing and programming for parallelism on multi-core processors using the Intel® C++ Compiler. We’ll look at some different parallelism methods under development, such as software transactional memory, OpenMP 3.0, array notations and others.
Getting the Most Out of Intel Graphics
Speaker: Ray Paik (Intel Relations Manager,Graphics Development Group)
Date/Time: Thursday (February 21, 2008) 10:30am-11:30am
Location: Room 3016
Track: Programming
Experience Level: All
Session Description: This course will provide guidance on how to improve your 3D game performance on Intel-based platforms by optimizing for our graphics architecture. The emphasis will be on 2008 architectural enhancements and performance instrumentation.
Comparative Analysis of Game Parallelization
Speaker: Dimitri Eremin (Intel Software Engineer, Developer Products Division)
Date/Time: Thursday (February 21, 2008) 12:00pm–1:00pm
Location: Room 2011
Track: Programming
Experience Level: All
Session Description: The talk will discuss different approaches to threading games using OS threads, and Intel® Threading Building Blocks. We will focus on the typical problems that impact a game’s performance and how various approaches can resolve them.
PREVIOUS SESSIONS - NO LONGER AVAILABLE:
“An Ace Up Your Sleeve: Realistic Character Clothing and Environmental Cloth Simulation Using Havok Cloth”
Speaker: Paco Vidal (Senior Software Engineer, Havok)
Date/Time: Wednesday (February 20, 2008) 12:00pm – 1:00pm
Location: Room 2010
Track: Game Design
Experience Level: All
Session Description: Havok will introduce Havok cloth: a new runtime and tools technology that dramatically increases the realism of characters and environments, and allows character designers to go beyond simplistic tight fitting or animated clothing. Topics include how to empower artists to control the technology, integration with graphics, combining simulation with animation, decoupling display from simulation, and LOD techniques.
Creating Havok with Destruction
Speaker: Oliver Strunk (Senior Software Engineer, Havok)
Date/Time: Wednesday (February 20, 2008) 4:00pm – 5:00pm
Location: Room 2010
Track: Programming
Experience Level: All
Session Description: Havok will introduce Havok cloth: a new runtime and tools technology that dramatically increases the realism of characters and environments, and allows character designers to go beyond simplistic tight fitting or animated clothing. Topics include how to empower artists to control the technology, integration with graphics, combining simulation with animation, decoupling display from simulation, and LOD techniques.
Speed Up Synchronization Locks: How and Why?
Speaker: Abhishek Agrawal (Intel Software Engineer)
Date/Time: Wednesday (February 20, 2008) 4:00pm – 5:00pm
Location: Room 3016
Track: Programming
Experience Level: All
Session Description: A brief introduction on synchronization primitives used for gaming consoles and Windows platforms and ways to identify potential problems with locks using Intel tools. The talk will discuss an alternate optimized implementation of the Windows Critical_Section with Scaleform as a case study highlighting the importance of using optimized locks.
Never Say Die: Breathing life into Game Characters with Havok Behavior
Speaker: Jeff Yates (Vice President Product Management, Havok)
Date/Time: Thursday (February 21, 2008) 12:00pm–1:00pm
Location: Room 3016
Track: Visual Arts
Experience Level: All
Session Description: Get a first-time look at Havok Behavior 5.5, demonstrating how the Havok Behavior Tool combines the fidelity of traditional animation assets with powerful physical and procedural animation techniques in a single creative environment. View Havok’s extensible end-to-end character content creation pipeline spanning physics, animation, and real-time behavior asset composition and conditioning.
Threading Quake 4 and Quake Wars
Speaker: Anu Kalra (Intel Senior Software Engineer, 3D Graphics, Games, & Parallel Programming, Co-Developer of Shockwave 3D Engine)
Date/Time: Thursday (February 21, 2008) 2:30pm– 3:30pm
Location: Room 2011
Track: Programming
Experience Level: All
Session Description: This talk will briefly discuss performance threading of Q uake4 and Quake Wars Engine. It will go over the issues involved parallelizing serial code, working with different backends, load balancing and design considerations. It will also offer some insight into extracting parallelism in game engines on next-generation hardware.Get a first-time look at Havok Behavior 5.5, demonstrating how the Havok Behavior Tool combines the fidelity of traditional animation assets with powerful physical and procedural animation techniques in a single creative environment. View Havok’s extensible end-to-end character content creation pipeline spanning physics, animation, and real-time behavior asset composition and conditioning.


Comments
hello. i m very happy to seen the GDC it's very usefull for gamers so i hope