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Here you will find technical publications from ATI covering a diverse range of advanced real-time 3D graphics topics. These reports provide a deep understanding of ATI hardware, allowing you to achieve the ultimate in photorealistic 3D graphics performance.

2009

Conference Proceedings Publications

Presentations

    • Siggraph 2009
      • Shiny, Blurry Things (Justin Hensley). [PDF]
      • When Fuzzy is Good: Advances in Filtering Techniques (Jason Yang). [PPT]
      • Beyond Programmable Shading Retrospective (Mike Houston). [PDF]

    Journal Publications

    • Iourcha, K., Yang, J. C., and Pomianowski, A. 2009. A Directionally Adaptive Edge Anti-Aliasing Filter. In Proceedings of the Conference on High Performance Graphics 2009 (New Orleans, Louisiana, August 01 - 03, 2009). [Link] [PDF] [Slides]
2008

Conference Proceedings Publications

    Conference Sketches

    • Barczak, J., Tatarchuk, N., Oat, C. GPU-Based Scene Management for Rendering Large Crowds. SIGGRAPH Asia 2008 Sketch, SESSION: GPU-Based Methods, December 2008. [PDF] [Slides] [Movie]
    • Shopf, J., Oat, C., Barczak, J. GPU Crowd Simulation. SIGGRAPH Asia 2008 Sketch, SESSION: GPU-Based Methods, December 2008. [PDF] [Slides] [Movie]
    • Tatarchuk, N., Barczak, J., Purnomo, B. GPU Tessellation for Detailed, Animated Crowds. SIGGRAPH Asia 2008 Sketch, SESSION: GPU-Based Methods, December 2008. [PDF] [Slides] [Movie]

    Journal Publications

    • Tatarchuk, N., Shopf, J., and DeCoro, P. (Princeton University). 2008. Advanced interactive medical visualization on the GPU. Journal of Parallel and Distributed Computing. Vol. 68, N. 10, ISSN 0743-7315, October 2008. [PDF] [Movie 1] [Movie 2]

Conference Course Notes

Presentations

    • Siggraph 2008
      • Advances in Real-Time Rendering in 3D Graphics and Games, Course, Siggraph 2008, Los Angeles, CA.
      • Tatarchuk, N. Advances in Real-Time Rendering in 3D Graphics and Games: Research Directions and Practical Solutions (Introduction). ACM SIGGRAPH 2008: Advances in Real-Time Rendering in 3D Graphics and Games, Course, Siggraph 2008, Los Angeles, CA. [Slides PDF]
      • Chen, H. and Liu, X. 2008. (Bungie). Lighting and Material in Halo 3. ACM SIGGRAPH 2008: Advances in Real-Time Rendering in 3D Graphics and Games, Course, Siggraph 2008, Los Angeles, CA. [Slides PDF]
      • Mittring, M. (Crytek). 2008. Advanced Virtual Texture Topics. ACM SIGGRAPH 2008: Advances in Real-Time Rendering in 3D Graphics and Games, Course, Siggraph 2008, Los Angeles, CA. [Slides PDF]
      • Oat, C. and Tatarchuk, N. 2008. Simulation and Rendering Massive Crowds of Intelligent and Detailed Creatures on GPU. ACM SIGGRAPH 2008: Advances in Real-Time Rendering in 3D Graphics and Games, Course, Siggraph 2008, Los Angeles, CA. [Slides PDF]
        [Video: Demo] [Video: Crowd Simulation]
      • Boulton, M. (Rare). 2008. Using Wavelets with Current and Future Hardware. ACM SIGGRAPH 2008: Advances in Real-Time Rendering in 3D Graphics and Games, Course, Siggraph 2008, Los Angeles, CA. [Slides PDF]
      • Filion, D. and McNaughton, R. (Blizzard Entertainment). 2008. StarCraft II: Effects & Techniques. ACM SIGGRAPH 2008: Advances in Real-Time Rendering in 3D Graphics and Games, Course, Siggraph 2008, Los Angeles, CA. [Slides PDF]
      • Scheib, V. (Emergent Technologies). 2008. Practical Parallel Rendering with DirectX 9 and 10. Windows PC Command Buffers. ACM SIGGRAPH 2008: Advances in Real-Time Rendering in 3D Graphics and Games, Course, Siggraph 2008, Los Angeles, CA. [Slides PDF]
    • Gamefest 2008
      • Tatarchuk, N., 2008. Advanced Topics in GPU Tessellation: Algorithms and Lessons Learned. Gamefest 2008 Presentation. Seattle, WA. [Slides PDF]
    • CGO 2008
      • Rubin, N., 2008. “Issues and Challenges in Compiling for Graphics Processors” (keynote talk). International Symposium on Code Generation and Optimization (CGO), Boston, Ma. Slides
        Video
    • GDC 2008
      • Advanced Direct3D Tutorial Day
        • Tatarchuk, N. 2008. Future-Proof Games with Real-Time Tessellation. Conference Session. Advanced Direct3D Tutorial Day, Game Developer's Conference, February 18, 2008, San Francisco, CA. Slides
        • Vlachos, A. (Valve) Post Processing in The Orange Box. Conference Session. Advanced Direct3D Tutorial Day, Game Developer's Conference, February 18, 2008, San Francisco, CA. Slides
        • Grün, H., Story, J. and Llamas, I. (NVIDIA). Harnessing the Power of Multiple GPUs. Conference Session. Advanced Direct3D Tutorial Day, Game Developer's Conference, February 18, 2008, San Francisco, CA Slides
        • Huddy, R. DirectX10.1: DirectX 10 and then some… Conference Session. Advanced Direct3D Tutorial Day, Game Developer's Conference, February 18, 2008, San Francisco, CA. Slides
      • AMD Sponsored Sessions
        • Ginsburg D., Zarge J. The Ultimate Developers Toolkit. AMD Sponsored Session. GDC 2008. February 20, 2008, San Francisco, CA Slides
        • Thibieroz, N. Ultimate Graphics Performance for DirectX 10 Hardware. AMD Sponsored session. GDC 2008. February 18-22, 2008, San Francisco, CA. Slides
        • Bilodeau, B., Lohrmann, P. Tessellation in a Low Poly World. AMD Sponsored Session. GDC 2008. February 18-22, 2008, San Francisco, CA. Slides
        • Story, J., Grün, H. Harnessing the Power of Multiple GPUs. AMD Sponsored Session. GDC 2008. February 18-22, 2008, San Francisco, CA Slides
      • GDC Mobile
        • Ribble M. 2008. Next-Gen Tile Based GPUs. Conference Session. GDC Mobile 2008. February 19, 2008, San Francisco, CA. Slides
    • ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'08)
      • Tatarchuk, N. Tomorrow's Rendering Today: High Quality Interactive Rendering with Real-Time Tessellation on GPU. Invited industry talk. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'08). March, 2008. Redwood City, CA Slides
2007

Presentations

    • Workshop on General Purpose Processing on Graphics Processing Units 2007
      • Tatarchuk, N. 2007. Advances in Real-Time Medical Visualization Using GPU. GPGPU Workshop 2007, Boston, MA. October 2007. Slides
Conference Proceedings Publications

Conference Papers

    • Nehab, D., Sander, P.V., Lawrence, J., Tatarchuk, N., Isidoro, J. Accelerating Real-Time Shading with Reverse Reprojection Caching. GH '07: Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, pp. 25-35, San Diego, CA, August 2007Reprojection BibTex PDF Movie Slides
    • Sander, P. V., Nehab, D., Barczak, J. Fast Triangle Reordering for Vertex Locality and Reduced Overdraw. In proceedings of ACM Transactions on Graphics - SIGGRAPH 2007, San Diego, California, July 2007, Volume 26, Issue 3, Article 89. August 2007. Tootle2_ BibTex PDF Slides
    • DeCoro, C., Tatarchuk, N. Real-time Mesh Simplification Using the GPU. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '07). MeshSimpl BibTex PDF Project Page (Princeton)
    • Oat, C., Sander, P. V. 2007. Ambient Aperture Lighting. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '07). AmbAperture BibTex PDF
    • Scheuermann, T., Hensley, J. 2007. Efficient Histogram Generation Using Scattering on GPUs. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '07). GPU Histogram BibTex PDF

Conference Course Notes

    • SIGGRAPH 2007
      • Advanced Real-Time Rendering in 3D Graphics and Games, Course 28 Full course notes PDF. Individual chapters:
        • Green, C. (Valve) 2007. Efficient Self-Shadowed Radiosity Normal Mapping. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 1-8. 2007 Chapter 1 Bibtex Course notes, Chapter 1
        • Green, C. (Valve) 2007. Improved Alpha-Tested Magnification for Vector Textures and Special Effects. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 9-18. 2007 Chapter 2 Bibtex Course notes, Chapter 2
        • Mitchell, J. L., Francke, M., and Eng, D. (Valve). 2007. Illustrative Rendering in Team Fortress 2. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 19-32. 2007 Chapter 3 Bibtex Course notes, Chapter 3
        • Oat, C. (AMD) 2007. Animated Wrinkle Maps. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 33-37. 2007 Chapter 4 Bibtex Course notes, Chapter 4
        • Andersson, J. (DICE) 2007. Terrain Rendering in Frostbite Using Procedural Shader Splatting. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 38-58. 2007 Chapter 5 Bibtex Course notes, Chapter 5
        • Galoppo, N., Otaduy, M. A., Mecklenburg, P., Gross, M., and Lin, M. C. (UNC / ETH Zurich) 2007. Dynamic Deformation Textures. GPU-Accelerated Simulation of Deformable Models in Contact. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 59-79. 2007 Chapter 6 Bibtex Course notes, Chapter 6
        • Drone, S. (Microsoft) 2007. Real-Time Particle Systems on the GPU in Dynamic Environments. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 80-96. 2007 Chapter 7 Bibtex Course notes, Chapter 7
        • Mittring, M. (Crytek) 2007. Finding Next Gen – CryEngine 2. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 97-121. 2007 Chapter 8 Bibtex Course notes, Chapter 8
        • Tatarchuk, N. (AMD), Shopf, J. (AMD), DeCoro, C. (Princeton / AMD). 2007. Real-Time Isosurface Extraction Using the GPU Programmable Geometry Pipeline. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 122-137. 2007 Chapter 9 Bibtex Course notes, Chapter 9

Conference Sketches

    • Hensley, J., Isidoro, J., Preetham, A. J. Combining computer vision and physics simulations using GPGPU. SIGGRAPH 2007 Sketch, SESSION: Looking good, Article No. 79, August 2007.
      DepthExtraction BibTex PDF Slides

Conference Posters

    • Dachsbacher, C., Tatarchuk, N. Prism Parallax Occlusion Mapping with Accurate Silhouette Generation. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '07) as poster. PrismPOM BibTex PDFVideo
Presentations
    ACM Siggraph 2007
    • Course 24: GPGPU: General-Purpose Computation on Graphics Hardware
      • Hensley, J. Close to the Metal. Course 24 - GPGPU: General-Purpose Computation on Graphics Hardware. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
      • Hensley, J. and Yang, J. Tuning GPGPU Applications for Performance. Course 24 - GPGPU: General-Purpose Computation on Graphics Hardware. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
    • Course 28: Advanced Real-Time Rendering in 3D Graphics and Games
      • NOTE about the course notes: An updated version with more material will be posted on this webpage shortly, please check back in two weeks
      • Tatarchuk, N. Course Introduction. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
      • Drone, S. Real-Time Particle System on the GPU in Dynamic Environments. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
      • Galoppo, N. Dynamic Deformation Textures. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides Project web page
      • Green, C. Surface Detail Maps with Soft Self-Shadowing. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
      • Green, C. Simple, Fast Vector Texture Maps on GPU. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
      • Tatarchuk, N. Real-Time Tessellation on GPU. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
      • Boulton, M. Tessellation in Viva Piñata. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides Movie: Morph Animation with Tessellation
      • Mitchell, J. Interactive Illustrative Rendering in Team Fortress 2. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
      • Andersson, J. Terrain Rendering in Frostbite using Procedural Shader Splatting Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
      • Oat, C. Real-Time Wrinkles. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides Movie
      • Mittring, M. Finding Next Gen CryEngine2. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
      • Sander, P. V., Nehab, D., Barczak, J. Fast Triangle Reordering for Vertex Locality and Reduced Overdraw. In proceedings of ACM Transactions on Graphics - SIGGRAPH 2007, San Diego, California, July 2007, Volume 26, Issue 3, Article 89. August 2007. Tootle2_BibTex PDF Slides
      • Hensley, J., Isidoro, J., Preetham, A. J. Combining computer vision and physics simulations using GPGPU. SIGGRAPH 2007 Sketch, SESSION: Looking good, Article No. 79, August 2007. DepthExtraction_BibTex PDF Slides
    • Technical talks
      • Wiley, A. and Scheuermann, T. The Art and Technology of Whiteout. AMD Technical Talk, ACM SIGGRAPH, San Diego, CA. August 2007. Slides Movie
      • Tatarchuk, N. and Shopf, J. Real-Time Medical Visualization with FireGL. AMD Technical Talk, ACM SIGGRAPH, San Diego, CA. August 2007. Slides Movie
    Graphics Hardware 2007
    • Doggett, M. AMD's Radeon HD 2900. Hot 3D Session, Graphics Hardware 2007. San Diego, CA, August 2007. Slides
    • Nehab, D., Sander, P.V., Lawrence, J., Tatarchuk, N., Isidoro, J. Accelerating Real-Time Shading with Reverse Reprojection Caching. GH '07: Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, pp. 25-35, San Diego, CA, August 2007. Reprojection BibTex PDF Movie Slides
      GDC 2007
      • Ginsburg, D. OpenGL ES 2.0 : Start Developing Now. Conference Session. GDC 2007. March 5-9, 2007, San Francisco, CA. Slides
      • Advanced Direct3D Tutorial Day
        • Riguer, G. DirectX10: Porting, Performance and “Gotchas”. Conference Session. GDC 2007. March 5-9, 2007, San Francisco, CA. Slides
        • Tatarchuk, N. The Importance of Being Noisy: Fast, High Quality Noise. Conference Session. GDC 2007. March 5-9, 2007, San Francisco, CA. Slides
        • Wenzel, C. (Crytek) Real-time Atmospheric Effects in Games Revisited. Conference Session. GDC 2007. March 5-9, 2007, San Francisco, CA. Slides
      • AMD Sponsored Sessions
        • Andersson, J. (DICE), Tatarchuk, N. Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing Techniques. AMD Sponsored Session. GDC 2007. March 5-9, 2007, San Francisco, CA. Slides
        • Gruen, H. Performance Profiling with AMD GPU Tools: A Case Study. AMD Sponsored Session. GDC 2007. March 5-9, 2007, San Francisco, CA. Slides
        • Shopf, J., Debuy, S. Procedural Tools and Techniques for Current and Future Game Platforms. AMD Sponsored Session. GDC 2007. March 5-9, 2007, San Francisco, CA. Part 1: Gettin' Procedural (Slides)
        • Zarge, J., Sowerby, S. AMD Graphics Developer Performance Tools. AMD Sponsored Session. GDC 2007. March 5-9, 2007, San Francisco, CA. Slides
    2006
    Conference Proceedings Publications
    Conference Papers
    • Tatarchuk, N., Isidoro, J. R. 2006. Artist-Directable Real-Time Rain Rendering in City Environments. In Proceedings of Eurographics Workshop on Natural Phenomena, Vienna, Austria. Rain Bibtex [PDF]
    • Tatarchuk, N. 2006. Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '06), pp. 63-69. POM Bibtex [PDF]
    • Nehab, D. (Princeton University), Barczak, J. (University of Maryland, Baltimore County), Sander, P. V. 2006. Triangle Order Optimization for Graphics Hardware Computation Culling. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '06), pp. 207-211. Tootle Bibtex [PDF] Tootle webpage

    Conference Course Notes
    • Sander, P.V. , Mitchell J.L. (Valve). 2006. Out-of-Core Rendering of Large Meshes with Progressive Buffers. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 1-18. Chapter 1 Bibtex [Course Notes, Chapter 1]
    • Sander, P.V., Isidoro, J. R. 2006. Animated Skybox Rendering and Lighting Techniques. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 25-28. Chapter 2 Bibtex [Course Notes, Chapter 2]
    • Tatarchuk, N. 2006. Artist-Directable Real-Time Rain Rendering in City Environments. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 29-70. Chapter 3 Bibtex [ Course Notes, Chapter 3]
    • Oat, C. 2006. Rendering Gooey Materials with Multiple Layers. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 71-79. Chapter 4 Bibtex [Course Notes, Chapter 4]
    • Tatarchuk, N. 2006. Practical Parallax Occlusion Mapping with Approximate Soft Shadows for Detailed Surface Rendering. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 87-118. Chapter 5 Bibtex [Course Notes, Chapter 5]
    • Oat, C., Sander, P. V. 2006. Ambient Aperture Lighting. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 149-152. Chapter 8 Bibtex [Course Notes, Chapter 8]

    Conference Sketches
    • Nehab, D., Sander, P. V., Isidoro, J. R. 2006. The Real-Time Reprojection Cache. ACM SIGGRAPH sketch, Reprojection Cache Bibtex [PDF]
    • Peercy, M., Segal, M., Gerstmann, D. 2006. A Performance-Oriented Data Parallel Virtual Machine for GPUs. ACM SIGGRAPH Sketch. PODPVM Bibtex [PDF]

    Conference Posters
    • Tatarchuk, N., Isidoro, J. R. 2006. Artist-Directable Real-Time Rain Rendering in City Environments. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '06) Poster, p. 30. Rain Poster Bibtex [PDF] [Poster]
    • Sander, P. V., Isidoro, J. R. 2006. Compressing and Managing Large Datasets for The Real-Time Parthenon Demo. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '06) Poster, p. 14. Parthenon Poster Bibtex [PDF] [Poster]
    Book Chapter Publications (Refereed)
    • Isidoro, J. R. 2006. Edge Masking and Per-Texel Depth Extent Propagation For Computation Culling During Shadow Mapping. ShaderX5: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media (1st edition) Edge Masking Bibtex
    • Tatarchuk, N. 2006. Dynamic Parallax Occlusion Mapping with Soft Shadows. ShaderX5: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media (1st edition) POM SX5 Bibtex
    • Oat, C. 2006. Irradiance Volumes for Real-Time Rendering. ShaderX5: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media (1st edition) Irradiance Volumes Bibtex
    • Ginsburg, D. 2006. Developing an Engine for OpenGL v2.0 and OpenGL ES v.2.0. ShaderX5: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media (1st edition) OGL Engine Bibtex
    • Sander, P. V., Tatarchuk, N., Mitchell, J. L. 2006. Early-Z Culling for Efficient GPU-Based Fluid Simulation. ShaderX5: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media (1st edition) FluidFlow Bibtex
    • Tatarchuk, N. 2006. Rendering Multiple Layers of Rain with A Post-Processing Composite Effect. ShaderX5: Advanced Rendering Techniques, Engel, Ed., Charles River Media (1st edition) Rain SX5 Bibtex
    Presentations
    • Eurographics 2006
      • Tatarchuk, N. ATI ToyShop. Animation Track, Best of Eurographics Animation Festival, Eurographics, Vienna, Austria, September 2006. Slides MPG 320 x 240 Download
    • Eurographics Workshop on Natural Phenomena 2006
      • Tatarchuk, N. Artist-Directable Real-Time Rain Rendering in City Environments. Eurographics Workshop on Natural Phenomena, Vienna, Austria, September 2006.
        Slides Paper PDF
    • ACM Siggraph 2006
      • Scheuermann, T. Render to Vertex Buffer with D3D9. Course 3: GPU Shading and Rendering. Siggraph, Boston, MA. August 2006. Slides
      • Tatarchuk, N. Advanced Real-Time Rendering in 3D Graphics and Games - Introduction. Course 26: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA. August 2006. Slides
      • Sander, P. The Parthenon Demo: Preprocessing and Real-Time Rendering Techniques for Large Datasets. Course 26: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA. August 2006. Slides
      • Oat, C. Rendering Gooey Materials with Multiple Layers . Course 26: Advanced
        Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA.
        August 2006. Slides
      • Evans, A. (Media Molecule). Fast Approximations for Global Illumination on Dynamic Scenes. Course 26: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA. August 2006. Slides
      • Tatarchuk, N. Parallax Occlusion Mapping for Detailed Surface Rendering. Course 26: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA. August 2006. Slides
      • Mitchell, J. (Valve) Shading in Valve’s Source Engine. Course 26: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA. August 2006. Slides
      • Tatarchuk, N. Artist-Directable Real-Time Rain Rendering in City Environments. Course 26: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA. August 2006. Slides
      • Oat, C. Ambient Aperture Lighting. Course 26: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA. August 2006. Slides
      • Wenzel, C. (Crytek) Real-Time Atmospheric Effects in Games. Course 26: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA.
        August 2006. Slides
      • Gerstmann, D. A Performance-Oriented Data Parallel Virtual Machine for GPUs. SIGGRAPH 2006. Boston, MA. August 2006. link tech report
    • ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D 2006)
      • Tatarchuk, N. Dynamic Parallax Occlusion Dynamic Parallax Occlusion Mapping with Approximate Mapping with Approximate Soft Shadows Soft Shadows. SI3D 2006. Redwood City, CA. March 2006. link
      • Sander, P. V. Triangle Order Optimization for Efficient Graphics Hardware Computation Culling. SI3D 2006. Redwood City, CA. March 2006. link
    • GDC 2006
      • Advanced Direct3D Tutorial Day
        • Tatarchuk, N. Artist-Directable Real Real-Time Rain Rendering in Time Rain Rendering in City Environments. GDC 2006, Advanced D3D Tutorial Day. March 2006, San Jose, CA. link
      • Tatarchuk, N. Practical Parallax Occlusion Mapping For Highly Detailed Surface Rendering. Conference Session. GDC 2006. March 2006, San Jose, CA. link
      • Isidoro, J. R. Shadow Mapping: GPU-based Tips and Techniques. Conference Session. GDC 2006. March 2006, San Jose, CA.slides
      • ATI Sponsored Sessions
        • Isidoro, J. The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part I: Parthenon. GDC 2006, ATI Sponsored Session. March 2006, San Jose, CA. link
        • Oat, C. Efficient Shader Tricks. GDC 2006, ATI Sponsored Session. March 2006, San Jose, CA. link
        • Tatarchuk, N. The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part III: The Galaxies. GDC 2006, ATI Sponsored Session. March 2006, San Jose, CA. link
        • Tatarchuk, N. The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part II: ToyShop Revealed. GDC 2006, ATI Sponsored Session. March 2006, San Jose, CA. link
        • Zarge, J. Squeezing Performance out of your Game with ATI Developer Performance Tools and Optimization Techniques. GDC 2006, ATI Sponsored Session. March 2006, San Jose, CA. link
      • GLES Tutorial Day
        • Ginsburg, D. Advanced Rendering Techniques with OpenGL ES 1.1+. GDC 2006, GLES Tutorial Day. March 2006, San Jose, CA. link
        • Ginsburg, D. OpenGL ES 1.1+ and ES 2.0. GDC 2006, GLES Tutorial Day. March 2006, San Jose, CA. link
      • OpenGL Tutorial Day
        • Licea-Kane, B. Advanced Visual Effects with Advanced Visual Effects with OpenGL OpenGL. GDC 2006, OpenGL Tutorial Day. March 2006, San Jose, CA. link
    • GDCMobile 2006
      • Ginsburg, D. Change to OpenGL ES 2.0: Shaders Go Mobile. GDCMobile 2006. March 2006, San Jose, CA. link
    • KRI 2006 (Russian Game Developer Conference)
      • Tatarchuk, N. Practical Parallax Occlusion Mapping For Highly Detailed Surface Rendering. KRI 2006. Moscow, Russia. link
      • Tatarchuk, N. Artist-Directable Real-Time Rain Rendering in City Environments. KRI 2006. Moscow, Russia. link
      • Tatarchuk, N. The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI Demo Team. Part II: ToyShop Revealed. KRI 2006. Moscow, Russia. link
    • XFest 2006
      • Wiley, A. ToyShop: The Devil is in the Details. Seattle, WA. London, England.
    • Academia
      • Tatarchuk, N. 2006. Real-Time Skin Rendering. Boston University, Boston, MA. April 2006.
      • Tatarchuk, N. 2006. Graphics Research at ATI. Graphics Hardware Day, CSAIL, MIT, Cambridge, MA. July 2006
      • Bleiweiss, A. 2006. GPU for Game Computing. Center for Graphics and Geometric Computing, Technion University, Haifa, Israel. Slides
    2005
    Conference Proceedings Publications
    Conference and Journal Papers
    • Hensley, J. (UNC), Scheuermann, T., Coombe G. (UNC), Singh, M. (UNC), Lastra, A. (UNC) 2005. Fast Summed-Area Table Generation and its Applications. In Proceedings of Eurographics '05. SAT Bibtex [PDF] [Video]
    • Sander, P.V., and Mitchell, J. L. 2005. Progressive Buffers: View-dependent Geometry and Texture LOD Rendering. In Proceedings of Eurographics Symposium on Geometry Processing ProgBuffers Bibtex [PDF]
    • Amor, M., Boo, M., Straser, W., Hirche, J., Doggett, D. A Meshing Scheme for Efficient Hardware Implementation of Butterfly Subdivision Surfaces using Displacement Mapping. IEEE Computers Graphics and Applications. March/April 2005, Volume 25, Number 2. Mesh_BibTex [PDF]
    • Strzodka, R., Doggett, M. and Kolb, A. 2005. Scientific computation for simulations on programmable graphics hardware. Simulation Modelling Practice and Theory, Special Issue: Programmable Graphics Hardware, 13(8):667–680, Nov 2005. Strzodka BibTex [PDF]

    Conference Course Notes
    • Bleiweiss, A. 2005. Shading Compilers. ACM SIGGRAPH 2005: Proceedings of the conference on SIGGRAPH 2006 course notes, course 3, GPU Shading and Rendering. Notes Slides

    Conference Sketches
    • Isidoro, J. R. and Mitchell, J. L. 2005. Angular Extent Filtering with Edge Fixup for Seamless Cubemap Filtering. In Proceedings of ACM SIGGRAPH 2005 Sketches. Technical Sketch. CubeMapGen Sketch BibTex [PDF] [Slides] [Video]
    • Tatarchuk, N. 2005. Practical Dynamic Parallax Occlusion Mapping. In Proceedings of ACM SIGGRAPH 2005 Sketches. Technical Sketch. POM Sketch BibTex [PDF] [Slides] [Video]
    • Hensley, J., Scheuermann, T., Singh, M. and Lastra, A. 2005. Interactive Summed-Area Table Generation for Glossy Environmental Reflections. In Proceedings of ACM SIGGRAPH 2005 Sketches. Technical Sketch. SAT Sketch BibTex [PDF]
    Book Chapter Publications
    • Scheuermann, T. and Hensley, J. (UNC) 2005. Dynamic Glossy Environment Reflections Using Summed-Area Tables. ShaderX4: Advanced Rendering Techniques. Engel, Wolfgang, Ed. Charles River Media, Cambridge, MA SAT SX4 Bibtex
    Technical Reports
    • Mitchell, J. L. Real-Time Synthesis and Rendering of Ocean Water. ATI Research Technical Report, April 2005. Ocean Bibtex [ PDF ]
    • Houston, M., Preetham, A. J., Segal, M. A Hardware F-Buffer Implementation. Stanford Technical Report. 2005. [ PDF ]
    Presentations
    • GDC-Europe 2005
      • Tatarchuk, N. Richer Worlds for Next Gen Games. GDC-E 2006. London, England. .link
      • Tatarchuk, N. Irradiance Volumes for Games. GDC-E 2006. London, England. link
    • SIGGRAPH 2005
      • Exhibitor Tech Talks
        • Doggett, M. Architecting the Future. Exhibitor Tech Talk, SIGGRAPH 2005. August 2, 2005. [Slides]
      • GPU Shading Course
        • Sander, P. V., Isidoro, J. R. Computation Culling with Explicit Early-Z and Dynamic Flow Control. Part of the GPU Shading and Rendering Course. SIGGRAPH 2005. Los Angeles, CA. .link
        • Mitchell, J. L. Introduction to the DirectX9 High Level Shading Language. Part of the GPU Shading and Rendering course. SIGGRAPH 2005. Los Angeles, CA. link
        • Bleiweiss, A. 2005. Shading Compilers. Part of the GPU Shading and Rendering course Notes Slides
      • Technical Sketches
        • Isidoro, J. R. Filtering Cubemaps:Angular Extent Filtering and Edge Seam Fixup Methods. Technical Sketch. SIGGRAPH 2005. Los Angeles, CA. link
        • Scheuermann, T., Hensley, J. Interactive Summed-Area Table: Generation for Glossy Environmental Reflections. Technical Sketch. SIGGRAPH 2005. Los Angeles, CA. link
        • Tatarchuk, N. Practical Dynamic Parallax Occlusion Mapping. Technical Sketch. SIGGRAPH 2005. Los Angeles, CA. link
    • GDC 2005
      • Advanced Direct3D Tutorial Day
        • Tatarchuk, N. Advances in Real-Time Skin Rendering. Advanced Direct3D Tutorial Day. GDC 2005. San Francisco, CA. link
        • Mitchell, J. L. 3.0 Shaders. Advanced Direct3D Tutorial Day. GDC 2005. San Francisco, CA. link
      • OpenGL Tutorial Day
        • Licea-Kane, B. OpenGL Shading Language. OpenGL Tutorial Day. GDC 2005. San Francisco, CA. link
      • ATI Sponsored Sessions
        • Tatarchuk, N. Dynamic Image-Space Per-Pixel Displacement Mapping with Silhouette Antialiasing via Parallax Occlusion Mapping. ATI Sponsored Session. GDC 2005. San Francisco, CA. link
        • Wiley, A. Bringing Hollywood to Real-Time. ATI Sponsored Session. GDC 2005. San Francisco, CA. link
        • Scheuermann, T., Isidiro, J. R. Cubemap Filtering with CubeMapGen. ATI Sponsored Session. GDC 2005. San Francisco, CA. link
        • Oat, C. Irradiance Volumes for Games. ATI Sponsored Session. GDC 2005. San Francisco, CA. link
        • Scheuermann, T. Summed-Area Tables And Their Application to Dynamic Glossy Environment Reflections. ATI Sponsored Session. GDC 2005. San Francisco, CA. [Summed-Area Tables And Their Application to Dynamic Glossy Environment Reflections link]
        • Ginsburg, D. Ruby: Dangerous Curves Effects. ATI Sponsored Session. GDC 2005. San Francisco, CA. link
      • Booth Presentations
        • Tatarchuk, N. RenderMonkey 1.6. ATI Booth Session. GDC 2005. San Francisco, CA. .link
        • Zarge, J. Performance Tools. ATI Booth Presentation. GDC 2005. San Francisco, CA.
    • CEDEC 2005
      • Tsuji, T. RenderMonkey 1.6. Tokyo, Japan.
    • GDC-Korea, 2005
      • Sander. P. V., Tatarchuk, N. Practical Dynamic Parallax Occlusion Mapping. Seoul, Korea
      • Sander, P. V., Tatarchuk, N., Isidoro, J. R. Rendering Techniques for the ATI X1800 Demos. Seoul, Korea.
    • MacWorld 2005
      • McInally, C., Bentley, C. The Making of Ruby.
    • Microsoft Developer Day 2005
      • Doggett, M. Xenos: XBOX360 GPU. Microsoft developer day, X05. Toronto, Canada. October, 2005. [Slides]
    • XFest 2005
      • Mitchell, J. Advanced Rendering Techniques. Seattle, WA.
      • Szecket, D. Bringing Hollywood to Real Time. Seattle, WA.
    • Symposium on Geometry Processing, SGP 2005
      • Sander, P. V., Mitchell, J. L. Progressive Buffers: View-Dependent Geometry and Texture LOD Rendering. SGP 2005. Vienna, Austria
    • Academia
      • Doggett, M. 2005. Xenos: XBOX360 GPU. University of North Carolina, Chapel Hill, November 14, 2005. [Slides]
      • Tatarchuk, N. 2005. State-of-the-Art Real-Time Rendering Effects. Boston University, Boston, MA. December 2005.
      • Tatarchuk, N. 2005. Those Delicious Texels.. or... Practical Dynamic Parallax Occlusion Mapping. Harvard University, Harvard / MIT Graphics Groups, Cambridge, MA. April 2005.
      • Tatarchuk, N. 2005. Real-Time Shader Effects. Harvard University, Cambridge, MA, December 2005.
      • Sander, P. V. 2005. Efficient Rendering Techniques in Ruby: The Double Cross. University of Hong-Kong, Hong-Kong.
      • Ginsburg, D., Gosselin, D. 2005. Inside ATI's Real-Time 3D Graphics Demo. WPI, Worcester, MA.
    • Eurographics 2005
      • Doggett, M. Xenos: XBOX360 GPU. Industrial Seminar, New console architectures, Eurographics. Dublin, Ireland. September, 2005. [Slides]
    • SIGRAD 2005
      • Doggett, M. 2005. Recent Advances and Future Trends in Graphics Hardware. SIGRAD'05 Keynote. November 23, 2005.
    2004
    Conference Proceedings Publications
    Conference and Journal Papers

    Conference Sketches
    • Scheuermann, T. 2004. Practical Real-Time Hair Rendering and Shading. In Proceedings of ACM SIGGRAPH 2004 Sketches. Technical Sketch. Hair Sketch BibTex [PDF] [Video]
    • Tatarchuk, N. 2004. RenderMonkey: An Effective Environment for Shader Prototyping and Development. In Proceedings of ACM SIGGRAPH 2004 Sketches. Technical Sketch. RM Sketch BibTex [PDF] [Video] [Supporting Material ]
    • Sander, P. V., Gosselin, D. and Mitchell, J. L. 2004. Real-Time Skin Rendering on Graphics Hardware. In Proceedings of ACM SIGGRAPH 2004 Sketches. Technical Sketch. Skin Sketch BibTex [PDF] [Video]
    Book Chapter Publications
    • Brawley, Z., Tatarchuk, N. 2004. Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing. ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media, Cambridge, MA. POM SX3 Bibtex
    • Gosselin, D., Sander, P.V., and Mitchell, J. L. 2004. Drawing a Crowd. ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media, Cambridge, MA. Crowd SX3 Bibtex
    • Gosselin, D., Sander, P.V., and Mitchell, J. L. 2004. Real-Time Texture-Space Skin Rendering. ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media, Cambridge, MA. Skin SX3 Bibtex
    • Mitchell, J.L. 2004. Light Shaft Rendering. ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media, Cambridge, MA. LightShafts SX3 Bibtex
    • Mitchell, J.L. 2004. Poisson Shadow Blur. ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media, Cambridge, MA. Poisson SX3 Bibtex
    • Oat, C. 2004. Rendering Semi-transparent Layered Media. ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media, Cambridge, MA. LayeredMedia SX3 Bibtex
    • Oat, C. 2004. A Steerable Streak Filter. ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media, Cambridge, MA. Streak SX3 Bibtex
    • Tatarchuk, N. and Licea-Kane, B. 2004. GLSL Real-time Shader Development. ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media, Cambridge, MA. GLSL RM SX3 Bibtex
    • Scheuermann, T. 2004. Hair Rendering and Shading. ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media, Cambridge, MA. Hair SX3 Bibtex
    • Scheuermann, T. and Tatarchuk, N. 2004. Advanced Depth of Field Rendering. ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media. Cambridge, MA. DOF SX3 Bibtex
    • Scheuermann, T. 2004. A Simple Method for Rendering Gemstones. Game Programming Gems 5, Pallister, Kim, Ed. Charles River Media. Cambridge, MA Gemstones GPG5 Bibtex
    Technical Reports
    • Sander, P. V., Tatarchuk, N., Mitchell, J. L. 2004. Explicit Early-Z Culling for Efficient Fluid Flow Simulation and Rendering. ATI Research Technical Report. August 2nd, 2004. Flow BibTex [PDF]
    Presentations
    • GDC 2004
      • Advanced DirectX Tutorial Day.
        • Mitchell, J. L. Direct3D Shader Models. Advanced DirectX Tutorial Day. GDC 2004. San Jose, CA. link
        • Gosselin, D. Real Time Skin Rendering. Advanced DirectX Tutorial Day. GDC 2004. San Jose, CA. link
      • OpenGL Tutorial Day
        • Licea-Kane, B. The OpenGL Shading Language. OpenGL Tutorial Day. GDC 2004. San Jose, CA. link
        • Hart, E. OepnGL Performance Tuning. OpenGL Tutorial Day. GDC 2004. San Jose, CA. link
      • Oat, C. Adding Spherical Harmonic Lighting to the Sushi Engine. Conference Session. GDC 2004. San Jose, CA. link
      • ATI Sponsored Sessions
        • Tatarchuk, N. Custom Component Development with the RenderMonkey SDK. ATI Sponsored Session. GDC 2004. San Jose, CA. link
      • Tatarchuk, N. New RenderMonkey features for DirectX and OpenGL Shader Development. ATI Sponsored Session. GDC 2004. San Jose, CA. link
        • Mitchell, J. L. Light Shafts?Rendering Shadows in Participating Media. ATI Sponsored Session. GDC 2004. San Jose, CA. link
        • Gosselin, D. Real Time Skin Rendering. ATI Sponsored Session. GDC 2004. San Jose, CA. link
        • Scheuermann, T. Hair Rendering and Shading. ATI Sponsored Session. GDC 2004. San Jose, CA. link
        • Scheuermann, T. Advanced Depth of Field. ATI Sponsored Session. GDC 2004. San Jose, CA. link
        • Gosselin, D. Phat Lewt: Drawing a Diamond. ATI Sponsored Session. GDC 2004. San Jose, CA. link
    • SIGGRAPH 2004
      • Real-Time Shading Course
        • Mitchell, J. L. 2004. Applications of Explicit Early-Z CullingGPU Shading Course. Real-Time Shading Course. SIGGRAPH 2004. Los Angeles, CA. Slides Notes
        • Mitchell, J. L. 2004. DirectX® 9 High Level Shading Language. GPU Shading Course. Real-Time Shading Course. SIGGRAPH 2004. Los Angeles, CA. Slides Notes
        • GPU Shading Course. SIGGRAPH 2004. Los Angeles, CA. [ Slides] [ Notes]
        • Bleiweiss, A., Preetham, A. J., Whiteman, D., Barczak, J. 2004. ASHLI. Multipass for Lower Precision Targets. Real-Time Shading Course. SIGGRAPH 2004. Los Angeles, CA. Slides
      • Technical Sketches
        • Sander, P. V., Mitchell, J. L., Gosselin, D. Real-time skin rendering on graphics hardware. Technical Sketch. SIGGRAPH 2004. Los Angeles, CA. .Slides .Sketch .Movie
        • Scheuermann, T. Practical Real-Time Hair Rendering and Shading. Technical Sketch. SIGGRAPH 2004. Los Angeles, CA. Slides .Sketch Movie
        • Tatarchuk, N. RenderMonkeyTM: An Effective Environment for Shader Prototyping and Development. Technical Sketch. SIGGRAPH 2004. Los Angeles, CA. .Slides .Sketch .Movie
      • Gosselin, D. The Making of ?Ruby: The Double Cross. ATI Sponsored Session. SIGGRAPH 2004. Los Angeles, CA. Slides
    • Russian Game Developer Conference (KRI) 2004
      • Tatarchuk, N. Introduction to GLSL. KRI 2004. Moscow, Russia. link
      • Tatarchuk, N. New Real-Time Graphics Effects. KRI 2004. Moscow, Russia. rel=external>link
      • Tatarchuk, N. RenderMonkey SDK. KRI 2004. Moscow, Russia.
    • GDC-Europe 2004
      • Tatarchuk, N. Interactive GPU Development Tools and Custom Component Creation. GDC-E 2004. London, England.
    • GameTech 2004
      • Mitchell, J. L. Data Amplification. GameTech. November 2004
      • Mitchell, J. L., Isidoro, J. R., Oat, C. Next Generation Skin Rendering. GameTech. November 2004
    • Australian Game Developer Conference (AGDC) 2004
      • Oat, C. Advanced Character Rendering. AGDC 2004
    • Academia
      • Tatarchuk, N. Pushing Pixels in Real-Time. Boston University, Boston, MA. December 2004.
      • Scheuermann, T. Programmable Hardware Shading with GLSL. University of North Carolina, NC. October 2004.
      • Sander, P. V. Efficient Rendering Techniques in Ruby: The Double Cross. Princeton University. November 2004.
      • Tatarchuk, N., Sander, P. V. Pushing Pixels in Real-Time. Harvard University, Cambridge, MA. December 2004.
    • XFest 2004
      • Mitchell, J. L. Advanced Shading Techniques. XFest 2004. Seattle, WA.
    2003
    Book Chapter Publications
    • Hoffman, N., Preetham, A. J. 2003. Real-time light-atmosphere interactions for outdoor scenes. Graphics Programming Methods, pp. 337 - 352, Charles River Media, Inc. Outdoor GPM BibTex
    • Oat, C., Tatarchuk, N. and Isidoro, J. R. 2003. Layered Car Paint Shader. ShaderX2 : Shader Programming Tips and Tricks with DirectX 9.0. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Car Paint SX2 Bibtex
    • Riguer, G., Tatarchuk, N. and Isidoro, J. R. 2003. Real-Time Depth of Field Simulation. ShaderX2 : Shader Programming Tips and Tricks with DirectX 9.0. Engel, Wolfgang, Ed. Wordware, Plano, Texas. . DOF SX2 Bibtex
    • Tatarchuk, N., Brennan, C., and Isidoro, J. R. 2003. Motion Blur Using Geometry and Shading Distortion. ShaderX2 : Shader Programming Tips and Tricks with DirectX 9.0. Engel, Wolfgang, Ed. Wordware, Plano, Texas. . Motion Blur SX2 Bibtex
    • Tatarchuk, N. 2003. Shader Development Using RenderMonkeyTM. ShaderX2 : Introduction and Tutorials with DirectX9. Engel, Wolfgang, Ed. Wordware, Plano, Texas. . RM SX2 Bibtex
    • Tatarchuk, N. and Brennan, C. 2003. Simulation of Iridescence and Translucency on Thin Surfaces. ShaderX2 : Shader Programming Tips and Tricks with DirectX 9.0. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Iridescence SX2 Bibtex
    • Mitchell, J. L., Ansari, M. Y. and Hart, E. 2003. Advanced Image Processing with DirectX® 9 Pixel Shaders. ShaderX2 : Shader Programming Tips and Tricks with DirectX 9.0. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Image Processing SX2 Bibtex
    • Ansari, M. Y. 2003. Image Effects with DirectX® 9 Pixel Shaders. ShaderX2 : Shader Programming Tips and Tricks with DirectX 9.0. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Image Effects SX2 Bibtex
    • Peeper, C. and Mitchell, J. L. 2003. Introduction to the DirectX® 9 High Level Shading Language. ShaderX2 : Introduction and Tutorials with Directx 9. Engel, Wolfgang, Ed. Wordware, Plano, Texas HLSL SX2 Bibtex
    • Oat, C. and Tatarchuk, N. 2003. Heat and Haze Post-Processing Effects. Game Programming Gems 4, Kirmse, Andrew, Ed. Charles River Media. Cambridge, MA Heat Haze GPG4 Bibtex
    • Vlachos, A. and Oat, C. 2003. Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes. Game Programming Gems 4, Kirmse, Andrew, Ed. Charles River Media. Cambridge, MA Adjusting Lighting GPG4 Bibtex
    Presentations
    • SIGGRAPH 2003
      • Real Time Shading Course
        • Mitchell, J. L. 2003. ATI R3x0 Pixel Shaders. Part of Real-Time Shading course. SIGGRAPH 2003. San Diego, CA. link
        • Bleiweiss, A., Preetham, A. J. 2003. ASHLI. Advanced Shading Language Interface. Part of Real-Time Shading course. SIGGRAPH 2003. San Diego, CA.Slides Notes
      • Preetham, A. J. Modelling Skylight and Aerial Perspective. Siggraph Course: Light and Color in the Outdoors. Siggraph 2003, San Diego, CA. course notes
      • Tatarchuk, N. Advanced Real-Time Shader Techniques. ATI Sponsored Session. SIGGRAPH 2003. San Diego, CA. link
    • Russian Game Developer Conference (KRI) 2003
      • Tatarchuk, N. Beginner Shader Programming with RenderMonkey. KRI 2003. Moscow, Russia link
      • Tatarchuk, N. Beginner Shader Programming with RenderMonkey. KRI 2003. Moscow, Russia link
    • Microsoft Meltdown 2003
      • Tatarchuk, N. High Level Shader Development. Microsoft Meltdown 2003. Seattle, WA.
      • Gosselin, D. A Case Study: Integrating HLSL into ATI's Demo Engine. Microsoft Meltdown 2003. Seattle, WA.
    • Net Seminars
      • Tatarchuk, N. Real-Time Shader Techniques Using RenderMonkeyTM. November 2003. .link
      • Mitchell, J. L. Advanced visual effects with DirectX® 9 and ATI. December 2003. link
    • GDC Europe 2003
      • Tatarchuk, N. Efficient High-Level Shader Development. Conference Session. GDC Europe 2003. London, England. link
      • ATI Sponsored Sessions
        • Gosselin, D. Designing a Portable Shader Library for Current and Future API's. ATI Sponsored Session. GDC Europe 2003. London, England. link
        • Oat, C. Real-Time 3D Scene Post-processing. ATI Sponsored Session. GDC Europe 2003. London, England. link
    • GDC 2003
      • Vlachos, A. Conference Session. GDC 2003. San Jose, CA. link
      • Advanced Direct3D Tutorial Day
        • Mitchell, J. L. Introduction to the DirectX 9 Shader Models. Advanced Direct3D Tutorial Day Session. GDC 2003. San Jose, CA. link
        • Vlachos, A. Special Effects with DirectX 9. Advanced Direct3D Tutorial Day Session. GDC 2003. San Jose, CA. link
      • OpenGL Tutorial Day
        • Hart, E. ARB Fragment Program. OpenGL Tutorial DaySession. GDC 2003. San Jose, CA. link
      • ATI Sponsored Sessions
        • Tatarchuk, N. Direct3D® High Level Shader Language Programming using RenderMonkeyTM IDE. ATI Sponsored Session. GDC 2003. San Jose, CA. link
        • Mitchell, J. L. Real-Time 3D Scene Post-processing. ATI Sponsored Session. GDC 2003. San Jose, CA. link
        • Tatarchuk, N. Beginner Shader Programming with RenderMonkey™. ATI Sponsored Session. GDC 2003. San Jose, CA. link
        • Ansari, M. Y. Video Image Processing Using Shaders. ATI Sponsored Session. GDC 2003. San Jose, CA.
    • Academia
      • Tatarchuk, N. The Programmable Graphics Pipeline. Boston University, Boston, MA. December 2003
      • Vlachos, A. Real-Time Demos. Boston University, Boston, MA. December 2003
      • Sander, P. V., Tatarchuk, N. The Programmable Graphics Pipeline. Harvard University, Cambridge, MA. December 2003
      • Gosselin, D., McInally, C. Inside ATI's Real-time 3D Graphics Demos. WPI, Worcester, MA. November 2003.
      • Ansari, M. Y. Shader Technology. DePaul University, Chicago, IL. September 2003.
    2002
    Conference Proceedings Publications
    Conference and Journal Papers
    • Meißner, M., Kanus, U., Wetekam, G., Hirche, J., Ehlert, A., Straßer, W., Doggett, M., Forthmann, P. and Proksa, R. 2002. VIZARDII: A Reconfigurable Interactive Volume Rendering System. Eurographics/SIGGRAPH Workshop on Graphics Hardware. VIZARDII BibTex PDF

    Conference Sketches
    • Mitchell, J. L., Brennan, C. and Card, D. 2002. Real-Time Image-Space Outlining for Non-Photorealistic Rendering. In Proceedings of ACM SIGGRAPH 2002 Sketches, Technical Sketch. NPR Sketch BibTex PDF
    • Isidoro, J. R. and Mitchell, J. L. 2002. User Customizable Real-Time Fur. In Proceedings of ACM SIGGRAPH 2002 Sketches, Technical Sketch. Fur Sketch BibTex PDF
    Book Chapter Publications
    • Hoffman, N., Preetham, A. J. 2002. Photorealistic Real-Time Outdoor Light Scattering. Game Developer Magazine, Vol. 9, #8, pp. 32-38. CMP Media Inc. August 2002. 3D Textures SX Bibtex .link
    • Isidoro, J. R. and Card, D. 2002. Animated Grass with Pixel and Vertex Shaders. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Grass SX Bibtex link
    • Isidoro, J. R. and Gosselin, D. 2002. Bubble Shader. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Bubble SX Bibtex .link
    • Gosselin, D. 2002. Character Animation with Direct3D Vertex Shaders. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Character Animation SX Bibtex link
    • Isidoro, J. R. and Gosselin, D. 2002. Crystal/Candy Shader. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Crystal SX Bibtex link
    • Brennan, C. 2002. Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Reflections SX Bibtex link
    • Brennan, C. 2002. Diffuse Cube Mapping. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Diffuse SX Bibtex link
    • Mitchell, J. L. 2002. Image Processing with 1.4 Pixel Shaders in Direct3D. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Image Processing SX Bibtex link
    • Card, D. and Mitchell, J. L. 2002. Non-Photorealistic Rendering with Pixel and Vertex Shaders. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. NPR SX Bibtex link
    • Isidoro, J. R., Vlachos, A. and Brennan, C. 2002. Rendering Ocean Water. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Ocean SX Bibtex link
    • Isidoro, J. R. and Brennan, C. 2002. Per-Pixel Strand Based Anisotropic Lighting. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Anisotropic SX Bibtex link
    • Brennan, C. 2002. Per Pixel Fresnel Term. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Fresnel SX Bibtex link
    • Vlachos, A., Isidoro, J. R., and Oat, C. 2002. Rippling Reflective and Refractive Water. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Water SX Bibtex link
    • Brennan, C. 2002. Shadow Volume Extrusion using a Vertex Shader. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Shadows SX Bibtex link
    • Vlachos, A. 2002. Blending Textures For Terrain. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Terrain SX Bibtex .link
    • Isidoro, J. R. and Riguer, G. 2002. Texture Perturbation Effects. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. Texture SX Bibtex link
    • Vlachos, A. 2002. UV Flipping Technique to Avoid Repetition. Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. Engel, Wolfgang, Ed. Wordware, Plano, Texas. UV SX Bibtex
    • Vlachos, A. and Card, D. 2002. Computing Optimized Shadow Volumes for Complex Data Sets. Game Programming Gems 3, Treglia, Dante, Ed. Charles River Media. Cambridge, MA Shadow Volumes GPG3 Bibtex
    • Vlachos, A., Isidoro, J., and Oat, C. 2002. Textures as Lookup Tables for Per-Pixel Lighting Computations. Game Programming Gems 3, Treglia, Dante, Ed. Charles River Media. Cambridge, MA Lookup Tables GPG3 Bibtex
    Presentations
    • SIGGRAPH 2002
      • Mitchell, J. L., Brennan, C., Card, D. Real-Time Image-Space Outlining for Non-Photorealistic Rendering. Technical Sketch. SIGGRAPH 2002. San Antonio, TX. link
      • Mitchell, J. L. Hardware Shading on the ATI RADEON™ 9700. GPU Shading and Rendering Course. SIGGRAPH 2002. San Antonio, TX. link
      • Card, D., Mitchell, J. L. RenderMonkey. ATI Sponsored Session. SIGGRAPH 2002. San Antonio, TX. link
    • GDC 2002
      • Hoffman, N., Preetham, A. J. 2002. Rendering Outdoor Light Scattering in Real Time. GDC 2002. San Jose, CA. link
      • Vlachos, A. Designing a Game's Shader Library for Current & Next Generation Hardware - GDC 2002. San Jose, CA. link
      • Mitchell, J. L. Advanced Pixel Shading Techniques - GDC 2002. San Jose, CA. link
    • GDC-Europe 2002
      • Mitchell, J. L. Advanced Vertex and Pixel Shader Techniques. ATI Sponsored Session. GDC-Europe 2002. London, England. link
      • Vlachos, A. Preparing Sushi. How Hardware Guys Write a 3D Graphics Engine. ATI Sponsored Session. GDC-Europe 2002. London, England. link
    • Academia
      • Mitchell, J. L. Applications of Next-Generation Programmable Graphics Hardware. University of Utah. Evans & Sutherland. October 2002.
      • Mitchell, J. L. Hacking Next-Generation Programmable Graphics Hardware. CalTech. October 2002.
      • Ansari, M. Using Pixel Shaders. Rivier. July 2002.
    • ATI Mojo-Day (Developer Day)
      • Mitchell, J. L. DirectX® 9 Shading. ATI Mojo-Day (Developer Day). San Francisco, CA.
      • Vlachos, A. Fur, Bumps, and Shadows. ATI Mojo-Day (Developer Day). San Francisco, CA.
    2001
    Conference Proceedings Publications
    Conference Papers
    • Vlachos, A., Peters, J., Boyd, C., and Mitchell, J. L. 2001. Curved PN Triangles. In Proceedings of Symposium on Interactive 3D Graphics, ACM Press. pp. 159-166. PN Triangles Bibtex [PDF]
    Book Chapter Publications
    • Ginsburg, D. and Gosselin, D. 2001. Dynamic Per-Pixel Lighting Techniques. Game Programming Gems 2, DeLoura, Mark, Ed. Charles River Media. Cambridge, MA Per-Pixel Lighting GPG2 Bibtex