GDC Talks

Wednesday, March 19th, 2014

West Hall - Room 2014

Learn to Create Next-Generation Gaming Interfaces Using Common Senses and Intel® RealSense™ Technology

12:00 - 2:00PM

Ryan Tabrah - Intel

In 2013, Intel brought mainstream natural user interfaces to market. 2014 will bring depth cameras integrated into Ultrabooks and other computing devices, representing a tremendous opportunity for software developers to reach consumers with interfaces that go beyond the keyboard, mouse, and touch. Learn how you can take advantage of this opportunity with the Intel® Perceptual Computing SDK.

Download PDF ›


OpenGL ES 3.0 and Beyond: How To Deliver Desktop Graphics on Mobile Platforms

2:00 - 3:00PM

Jon Kennedy - Intel
Chris Kirkpatrick - Intel

Learn how the latest release of OpenGL ES brings the power of desktop graphics to the mobile development space. Android devices are shipping with powerful graphics hardware. Many of these devices share the same capabilities of desktop PC systems. This presentation gives an overview of the latest features of OpenGL ES 3.0 and OpenGL ES Next and demonstrates the power of these features with illustrative examples giving developers the tools for delivering the most powerful mobile graphics experience possible.

Download PDF ›


Multi-player, multi-touch game development: Developing games for the fastest growing segment in desktop!

3:00 - 4:30PM

Alex Guo - Symbio Games
Faisal Habib - Intel

Intel’s portable All-in-One (AIO) form factor is growing and offers an opportunity for a new ecosystem of applications. With very large screens (18”-27”), high definition resolutions, and support for multiple people interacting with the device at the same time, they provide an exciting opportunity for ISVs to develop a plethora of multi-player games.

Learn how software developers who have already created successful branded applications combining multi-user/multi-touch, lay-flat, gesture and voice features into single applications.

Topics include:

  • Overview of portable and stationary AIOs, new features and software opportunities
  • How to create multi-user/multi-touch and lay-flat applications for the portable AIO
  • How to create gesture and voice applications using Intel Real Sense Technology for the AIO
  • Where and how to publish multi-user/multi-touch and lay-flat applications

Download PDF ›


Thursday, March 20th, 2014

Location: West Hall - Room 2009

SSX: Bringing a PS3 game to Android

10:00 - 11:00AM

Omar A Rodriguez - Intel
Alex Aptekar - EA

This presentation looks at the challenges of porting SSX from the PS3 to Android. Beyond the obvious challenges of targeting a new OS and reworking the input system, we’ll share lessons about optimizing content for mobile platforms. This process involved moving from deferred to immediate rendering, porting shaders to GLSL, updating memory management, etc.

Download PDF ›


Achieving the Best Performance with Intel Graphics: Tips, Tricks, and Clever Bits

11:30AM - 12:30PM

Blake Taylor - Intel

Silicon scaling from ultra-mobile to desktop graphics workloads must adapt to a range of performance characteristics of not only the silicon but also the paired platform. Thinking beyond fixed settings and incorporating adaptable algorithms based on platform performance characteristics is key to obtaining peak performance and the best user experience possible. This presentation reviews the platform and silicon characteristics that affect performance, explores alternative ideas and methods for approaching workload scaling, and provides an overview of analysis techniques and optimizations.

Download PDF ›


Realistic Cloud Rendering using Pixel Synchronization

12:30 - 2:30PM *during the lunch hour

Egor Yusov

Clouds are an integral component of outdoor scenes. Rendering clouds is important for a number of computer games like flight simulators and outdoor FPS such as Battle Field. This presentation covers a new technique for rendering clouds, which is enabled by Pixel Synchronization. Pixel Synchronization is a hardware extension available on Intel GPUs which ensures ordering of read-modify-write operations to the buffer. This new feature enables a wide range of new possibilities, and we provide techniques to implement physically-based lighting and high-performance rendering of clouds.

Download PDF ›


Adding high-end graphical effects to GT Racing 2 on Android x86.

2:30 - 3:30PM

Adrian Voinea - Gameloft
Steve Hughes - Intel

As CPU and GPU compute power continues to grow in mobile devices, there is a huge opportunity to bring modern high-end graphic effects to mobile games. Top mobile developer, Gameloft, decided to take the bull by the horns on their latest title GTRacing 2 by seeing exactly what effects are possible on the Intel® Baytrail platform. This presentation looks at how Gameloft has pushed the Intel® Baytrail platform to implement high-end effects like Light Shafts, Bloom, Depth of Field, and Heat Haze; as well as some new kick–ass particle effects to GTRacing 2.

The presentation also takes a look at the tools and support that Intel provided to ease the process of development on a pre-release platform. This includes a quick look at Intel® Graphics Performance Analyzers in action, showing how this great tool not only supports the PC platform but is also a first port of call for both debugging and optimization work on Android.

Download PDF ›


Rendering in Codemasters’ GRID2 and beyond: Achieving the ultimate graphics on both PC and Tablet

4:00 - 5:00PM

Leigh Davies - Intel
Richard Kettlewell - Codemasters

Innovating on cutting edge PC graphics while simultaneously delivering an uncompromised version on a 2 in 1 or tablet can be a significant challenge. In this presentation, Richard Kettlewell from Codemasters joined Intel to do a post mortem on GRID2 and looked to the future for Codemasters racing titles. the presentation covers cutting edge features such as Volumetric Shadow Maps and Order Independent Transparency that brought GRID2 to life along with research in programmable blending. The presentation also looks at the lessons learned when optimising within a power constrained platform where the CPU and GPU were vying for the resources, including developing CMAA as an efficient alterative to MSAA and some unexpected bandwidth savings. Finally the presentation covers how these lessons have been applied to bringing art assets designed for Xbox360 and PS3 to tablets and the hidden benefits this brought to the higher end PCs.

Download PDF ›