Intel @ GDC 2011



Download Shadow Explorer Code!

Most modern games use shadows to some degree. The challenge is to know which algorithm to use and what the tradeoffs are of different techniques; what combination of quality and performance is best suited for the game. This sample, Shadow Explorer, lets the user compare and contrast four different algorithms, adjust various parameters for each one, and observe the effects in real-time. The shadow mapping algorithms presented are: simple, percentage closer filtered (PCF), variance (VSM), and exponential variance (EVSM).

Intel® Graphics Performance Analyzer 4.0. Download Intel GPA

Announcing Version 4 of Intel® Graphics Performance Analyzers (Intel® GPA).
Intel® GPA is a suite of software tools that provides game developers with platform-level performance analysis tools to help optimize application performance. Version 4.0, available here, adds significant new features to the product, based upon recommendations from game developers such as yourself.



Session Information (Click the session titles below to view the presentation)

Theater presentations @ Intel booth #1702
Wednesday, March 2, 2011 Presenter
Intel sessions at GDC 2011
Doug Binks
“MAXIS-mizing” Darkspore™ game performance with Intel® GPA 4.0! Omar Rodriguez, David Swenson
Developing Apps with MeeGo Vincent Yau
2D Animation for Game Designers John Martin
Monetizing Games on Devices: Intel's AppUp stores-on-store model Scott Crabtree
Parallel Studio XE: Enhancing Productivity and Performance for Game Developers Noah Clemons
Dynamic Resolution Rendering Doug Binks
Making Music with MeeGo Justin Lassen
Substance: real time texture generation on multi core devices Alexis Khouri
Confetti Special Effects: A next-gen Post-Processing Pipeline with MLAA Michael Alling
Roxio Game Capture Mayle Li
Delivering Demand-Based Worlds with Intel® SSDs – a Preview Ryan Tabrah
Switchblade Travis Wannlund
Atari Games News! Erik Reynolds
Intel® SSDs: Redefining Data Storage and Delivery Alan J. Frost
Thursday, March 3, 2011 Presenter
Delivering Demand-Based Worlds with Intel® SSDs – a Preview Ryan Tabrah
CodeMasters Tim Browne
SEGA (Creative Assembly) Mike Simpson
Animate procedurally dozens of character on the CPU in run-time Alexandre Pechev
Efficient scaling in a Task-Based Game Engine Yannis Minadakis
Roxio Game Capture Mayle Li
Confetti Special Effects: Deferred Lighting / Point Light Shadow System / Screen-Space Material System Wolfgang Engel
Increase your FPS with CPU Onload Joshua A. Doss
Parallelized occlusion culling with Umbra 3 Teppo Soininen
Hotspots, FLOPS, and uOps: To-The-Metal CPU Optimization Stan K. Melax
Intel® Threading Building Blocks: Event-Driven Parallelism Victoria Gromova
Substance: real time texture generation on multi core devices Alexis Khouri
Lighting your world with Enlighten Dr. Chris Doran
Fork Particle Task Based Architecture for Intel Multi-Core Processors Noor Khawaja
Confetti Special Effects: A next-gen Post-Processing Pipeline with MLAA Michael Alling
Intel® Parallel Advisor: The Easy Way to Introduce Threading Gary Carleton
Friday, March 4, 2011 Presenter
Calibre - improving performance of games using Intel free tools Ronaldo Cruz
Intel® VTune™ Amplifier XE: Per-Frame Performance Analysis Gromova, Victoria
Getting the most from mobile gaming on your netbook Doug Binks
Multithreading and More: How Intel's Developer Tools Helped Shape Warm Gun Zach Lemen
Practical Real-time Cloth and Hair Simulation in the Modern Computing Environment Joe van den Heuvel
Getting Existing Code to Auto-Vectorize with Intel Composer XE Brandon Hewitt and Alex Wells
Delivering Demand-Based Worlds with Intel® SSDs – a Preview Thaine Creitz
Developing Apps and Making Music with MeeGo
Justin Lassen & Vincent Yau
Confetti Special Effects: Deferred Lighting / Point Light Shadow System / Screen-Space Material System Wolfgang Engel
Confetti Special Effects: Dynamic Skydome System Igor Lobanchikov
Exhibit Hall Closes
Watch Intel Software Network TV Taping from GDC!

Wednesday, March 2, 2011
Guest
Watch episode
CodeMasters
Tim Browne
Watch episode
Cloakworks
Joe van den Heuvel

BREAK NO FILMING
Watch episode
Blizzard Frank Pearce
Watch episode
Atari
Erik Reynolds
Watch episode
Sabre 3D
Rick Raymo

Calibre
Ronaldo Cruz

LUNCH NO FILMING
Watch episode
Emotional Robots
Joe Cleary
Watch episode
Sega / Creative Assembly
Mike Simpson
Watch episode
Uber Entertainment
Jon Mavor
Watch episode
NC Soft
Ross Borden

Break
Watch episode
Reallusion
John Martin



  • Gathering Events, one moment...

More Posts