| 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 |
|