Intel @ GDC 2011

Tech Session Materials | Theater presentations | Visualize This Show Schedule

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)

Wednesday, March 2, 2011 Speaker
Efficient scaling in a Task-Based Game Engine Yannis Minadakis
MAXIS-mizing" Darkspore™ game performance with Intel® GPA 4.0! Omar Rodriguez, David Swenson
Monetizing Games on Devices: Intel’s AppUp "Stores on store" model Scott Crabtree
   
Thursday, March 3, 2011  
This is your brain on game development Scott Crabtree
Intel AppUp Application Labs: MeeGo series Scott Crabtree, Vincent Yau
Adaptive Order Independent Transparency Marco Salvi
Intel AppUp Application Labs: MeeGo series Scott Crabtree, Vincent Yau
   
Friday, March 4, 2011  
Dynamic Resolution Rendering Doug Binks
Increase Your FPS with CPU Onload Doug McNabb, Joshua Doss
PC Gaming's Global Value Propositions Matt Ployhar
Hotspots, FLOPS, and uOps: To-The-Metal CPU Optimization Stan Melax, Deepak Vembar
Delivering Demand-Based Worlds with Intel® SSDs Dave Lang, Glen Minor

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 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

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