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| Develop Brighton 2008 - Ultimate Graphics Performance for DirectX 10 Hardware |
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07/31/2008 |
| GDC Paris 2008: Tessellation in a Low-Poly World & Harnessing the Power of Multi-GPUs |
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07/03/2008 |
| GDC Paris 2008: DirectX 10 Performance Tips |
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07/03/2008 |
| GDC 2008: Harnessing the Power of Multiple GPUs (Holger Gruen) |
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02/28/2008 |
| GDC 2008: Harnessing the Power of Multiple GPUs (Jon Story, Holger Gruen) |
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02/28/2008 |
| GDC 2008: Multi-core is Here! But How Do You Resolve Data Bottlenecks in PC Games? |
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02/27/2008 |
| GDC 2008: The Ultimate Developers Toolkit |
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02/27/2008 |
| GDC 2008: DirectX 10.1: DirectX 10 and then some… |
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02/27/2008 |
| GDC 2008: Ultimate Graphics Performance for DirectX 10 Hardware |
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02/27/2008 |
| GDC 2008: AMD Sponsored Sessions : The Ultimate Developers Toolkit by Ginsburg D., Zarge J. |
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02/20/2008 |
| GDC 2008: AMD Sponsored Sessions : Ultimate Graphics Performance for DirectX 10 Hardware by Thibieroz, N. |
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02/20/2008 |
| GDC 2008: AMD Sponsored Sessions : Tessellation in a Low Poly World by Bilodeau, B., Lohrmann, P. |
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02/20/2008 |
| GDC 2008: AMD Sponsored Sessions : Harnessing the Power of Multiple GPUs by Story, J., Grün, H. |
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02/20/2008 |
| GDC 2008: GDC Mobile: Next-Gen Tile Based GPUs by Ribble M. |
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02/19/2008 |
| GDC 2008: Advanced Direct3D Tutorial Day: Future-Proof Games with Real-Time Tessellation by Tatarchuk, N |
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02/18/2008 |
| GDC 2008: DirectX10.1 “DirectX 10 and then some(Richard Huddy) |
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02/18/2008 |
| GDC 2008: Advanced Direct3D Tutorial Day: Post Processing in The Orange Box by Vlachos, A. (Valve) |
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02/18/2008 |
| GDC 2008: Post Processing in The Orange Box(Vlachos) |
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02/18/2008 |
| GDC 2008: Advanced Direct3D Tutorial Day: Harnessing the Power of Multiple GPUs by Grün, H., Story, J. and Llamas, I. (NVIDIA) |
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02/18/2008 |
| GDC 2007: AMD Performance Library |
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03/20/2007 |
| GDC 2007: Massive Multi-Core Processors & Gaming |
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03/12/2007 |
| GDC 2007: AMD Graphics Developer Performance Tools |
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03/5/2007 |
| GDC 2007: Gettin’ Procedural |
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03/5/2007 |
| GDC 2007: OpenGL ES 2.0 : Start Developing Now |
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03/5/2007 |
| GDC 2007: Performance Profiling with AMD GPU Tools: A Case Study |
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03/5/2007 |
| GDC 2007: DirectX10: Porting, Performance and "Gotchas" |
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03/5/2007 |
| GDC 2007: Real-time Atmospheric Effects in Games Revisited (Crytek) |
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03/5/2007 |
| GDC 2007: Frostbite Rendering Architecture and Real-Time Procedural Shading and Texturing Techniques (AMD / DICE) |
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03/5/2007 |
| GDC 2007: The Importance of Being Noisy: Fast, High Quality Noise |
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03/5/2007 |
| GDC 2006 Russian:Practical Parallax Occlusion Mapping For Highly Detailed Surface Rendering |
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04/19/2006 |
| GDC 2006 Russian:Artist-Directable Real-Time Rain Rendering in City Environments |
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04/19/2006 |
| GDC 2006 Russian:The Ancient Temples, The Modern Cities, and the Stars |
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04/19/2006 |
| GDC 2006: ATI Session - The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part I: Parthenon |
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03/31/2006 |
| GDC 2006:ATI Session - Squeezing Performance out of your Game with ATI Developer Performance Tools and Optimization Techniques (Jonathan Zarge, Richard Huddy) |
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03/31/2006 |
| GDC 2006: ATI Session - The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part III: The Galaxies (Natalya Tatarchuk) |
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03/28/2006 |
| GDC 2006: ATI Session - The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part II: ToyShop Revealed |
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03/28/2006 |
| GDC 2006: Advanced D3D Tutorial Day - Optimizing DirectX9 Graphics(Richard Huddy) |
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03/20/2006 |
| GDC 2006: Advanced D3D Tutorial Day - How to Work on Next Gen Effects Now: Bridging DX10 and DX9(Guennadi Riguer) |
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03/20/2006 |
| GDC 2006: Advanced D3D Tutorial Day - Artist-Directable Real Real-Time Rain Rendering in Time Rain Rendering in City Environments |
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03/20/2006 |
| GDC 2006: GLES Tutorial Day - Advanced Rendering Techniques with OpenGL ES 1.1+ (Dan Ginsburg) |
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03/20/2006 |
| GDC 2006: GLES Tutorial Day - OpenGL ES 1.1+ and ES 2.0 (Aaftab Munshi) |
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03/20/2006 |
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GDC 2006:OpenGL Tutorial Day - Advanced Visual Effects with Advanced Visual Effects with OpenGL OpenGL(Evan Hart) |
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03/20/2006 |
| GDC 2006:Practical Parallax Occlusion Mapping For Highly Detailed Mapping(Natalya Tatarchuk) |
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03/20/2006 |
| GDC 2006:GDCMobile2006 - Change to OpenGL ES 2.0: Shaders Go Mobile(Dan Ginsburg) |
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03/20/2006 |
| GDC 2006:Shadow Mapping: GPU-based Tips and Techniques(Isidoro, J. R) |
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03/20/2006 |
| GDC 2005: Evolution of a relationship: AMD & STREAMLINE STUDIOS |
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01/01/2005 |
| GDC 2005: Maximizing Performance of PC Games on 64-bit Platforms |
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01/01/2005 |
| GDC 2005: Zombie Studios: Designing and Developing for 64-bit |
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01/01/2005 |
| GDC 2005: Cubemap Filtering with CubeMapGen |
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01/01/2005 |
| GDC 2005: OpenGL Shading Language (Bill licea-kane) |
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01/01/2005 |
| GDC 2005: CubeMapGen |
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01/01/2005 |
| GDC 2005: Bringing Hollywood to Real-Time (Abe Miley) |
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01/01/2005 |
| GDC 2005: 3.0 Shaders (Jason Mitchell) |
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01/01/2005 |
| GDC 2005: OpenGL Performance Tuning (Evan hart) |
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01/01/2005 |
| GDC 2005: Optimizing for DirectX Graphics(Richard Huddy) |
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01/01/2005 |
| GDC 2005: Irradiance Volumes for Games(Chris Oat) |
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01/01/2005 |
| GDC 2005: Advanced Visual Effects with Direct3D optimization (Richard Huddy) |
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01/01/2005 |
| GDC 2005: Far Cry and DirectX, by Carsten Wenzel of Crytek |
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01/01/2005 |
| GDC 2005: Summed-Area Tables And Their Application to Dynamic Glossy Environment Reflections(Thorsten Scheuermann) |
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01/01/2005 |
| GDC 2005: Making Pretty Pictures with Direct3D, by Alex Evans of Lionhead Studios (Alex Evans) |
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01/01/2005 |
| GDC 2005: Ruby: Dangerous Curves Effects |
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01/01/2005 |
| GDC 2005: Advances in Real-Time Skin Rendering (Natalya tatar chuk) |
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01/01/2005 |
| GDC 2005 Videos of above presentations |
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01/01/2005 |
| GDC 2004 Half-Life 2 / Source Shading by Gary McTaggart, Valve Software |
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03/22/2004 |
| GDC 2004 Drawing a Diamond (David Gasselin) |
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01/01/2004 |
| GDC 2004: Advanced Depth of Field (Thorston Scheuermann) |
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01/01/2004 |
| GDC 2004 :Procedural Shaders: A Feature Animation Perspective |
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01/01/2004 |
| GDC 2004: Adding Spherical Harmonic Lighting to the Sushi Engine |
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01/01/2004 |
| GDC 2004 Hair Rendering and Shading(Thorston Scheuermann) |
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01/01/2004 |
| GDC 2004 Volumetric Light Shaft Rendering(Jason Mitchell) |
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01/01/2004 |
| GDC 2004:Save the Nanosecond! PC Graphics Performance for the next 3 years |
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01/01/2004 |
| GDC 2004: Real Time Skin Rendering(David Gosselin) |
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01/01/2004 |
| GDC 2004: Optimizing Star Wars: Galaxies by Jeff Grills, Sony Online Entertainment |
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01/01/2004 |
| GDC 2004:Deferred Shading by Shawn Hargreaves, Climax |
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01/01/2004 |
| GDC 2004 Optimization |
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01/01/2004 |
| GDC 2004:Shader models |
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01/01/2004 |
| GDC 2004: Custom Component Development with the RenderMonkey SDK |
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01/01/2004 |
| GDC 2004: Porting Games to 64-Bit, Direct3D Optimizations, Linux Games and Optimizing 64-bit Games for Windows® and AMD Athlon™ 64 |
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01/01/2004 |
| GDC 2004: New RenderMonkey features for DirectX and OpenGL Shader Development |
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01/01/2004 |
| GDC 2004: Advanced Visual Effects with Direct3D: Shader models |
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01/01/2004 |
| GDC 2004: OpenGL ARB Superbuffers |
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01/01/2004 |
| GDC 2004: OpenGL Performance Tuning |
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01/01/2004 |
| GDC 2004: OpenGL Tutorial Day - OpenGL Shading Language |
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01/01/2004 |
| GDC 2004 Videos of above presentations |
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01/01/2004 |
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| ACM SIGGRAPH 2007: Advanced Real-Time Rendering in 3D Graphics and Games(Natalya Tatarchuk) |
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08/08/2007 |
| ACM SIGGRAPH 2007:General-Purpose Computation on Graphics Hardware(Justin Hensley) |
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08/08/2007 |
| ACM SIGGRAPH 2007: Tuning GPGPU Applications for Performance(Justin Hensley, Jason Yang) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Advanced Real-Time Rendering in 3D Graphics and Games||(Natalya Tatarchuk) |
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08/01/2007 |
| 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 | |
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08/01/2007 |
| ACM SIGGRAPH 2007: Real-Time Particle System on the GPU in Dynamic Environments |
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08/01/2007 |
| ACM SIGGRAPH 2007: Advanced Real-Time Rendering in 3D Graphics and Games(Galoppo, N) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Surface Detail Maps with Soft Self-Shadowing(Green, C) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Simple, Fast Vector Texture Maps on GPU(Green, C) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Real-Time Tessellation on GPU(Natalya Tatarchuk) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Morph Animation with Tessellation(Movie) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Terrain tessellation(Movie) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Character rendering with tessellation(Movie) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Terrain Rendering in Frostbite using Procedural Shader Splatting(Andersson, J) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Real-Time Wrinkles(Oat, C) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Real-Time Wrinkles(Movie) |
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08/01/2007 |
| 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. 2007Chapter 8 Bibtex | Course notes, Chapter 8 |
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08/01/2007 |
| 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 |
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08/01/2007 |
| 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 |
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08/01/2007 |
| ACM SIGGRAPH 2007: The Art and Technology of Whiteout(Wiley, A. and Scheuermann, T) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Real-Time Medical Visualization with FireGL(Tatarchuk, N. and Shopf, J) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Real-Time Medical Visualization with FireGL(Movie) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Tessellation in Viva Piñata.(Boulton, M) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Morph Animation with Tessellation(Movie) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Interactive Illustrative Rendering in Team Fortress 2(Mitchell, J) |
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08/01/2007 |
| ACM SIGGRAPH 2007: Movie 1 |
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08/01/2007 |
| ACM SIGGRAPH 2007: Movie 2 |
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08/01/2007 |
| ACM SIGGRAPH 2007: Movie 3 |
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08/01/2007 |
| ACM SIGGRAPH 2007: Movie 4 |
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08/01/2007 |
| ACM SIGGRAPH 2006: Render to Vertex Buffer with D3D9(Scheuermann, T.) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Advanced Real-Time Rendering in 3D Graphics and Games (Tatarchuk, N) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA |
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08/01/2006 |
| ACM SIGGRAPH 2006: Preprocessing and Real-Time Rendering Techniques for Large Datasets(Sander, P) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Rendering Gooey Materials with Multiple Layers (Oat, C) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Fast Approximations for Global Illumination on Dynamic Scenes(Evans, A.) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Parallax Occlusion Mapping for Detailed Surface Rendering(Tatarchuk, N) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Shading in Valve’s Source Engine(Mitchell, J.) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Constant Albedo versus Ambient Cube Albedo(Video) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Alyx Phong Close-up (Video) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Alyx Sun Rim Light (Video) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Constant versus Ambient Cube (Video) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Specular wall(Video) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Artist-Directable Real-Time Rain Rendering in City Environments. Course(Tatarchuk, N) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Ambient Aperture Lighting(Oat, C) |
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08/01/2006 |
| ACM SIGGRAPH 2006: Real-Time Atmospheric Effects in Games(Wenzel, C) |
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08/01/2006 |
| ACM SIGGRAPH 2006: GDC 2006 (Video) |
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08/01/2006 |
| ACM SIGGRAPH 2006: CryEngine2 Day and Night Cycle (Video) |
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08/01/2006 |
| ACM SIGGRAPH 2006: CryEngine2 River Sequence (Video) |
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08/01/2006 |
| ACM SIGGRAPH 2006: CryEngine2 Soft Particles (Video) |
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08/01/2006 |
| ACM SIGGRAPH 2006: CryEngine2 Volumetric Lightning (Video) |
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08/01/2006 |
| 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 |
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2006 |
| 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 |
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2006 |
| 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 |
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2006 |
| 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 |
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2006 |
| 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 |
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2006 |
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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 |
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2006 |
| Nehab, D., Sander, P. V., Isidoro, J. R. 2006. The Real-Time Reprojection Cache. ACM SIGGRAPH sketch, Reprojection Cache Bibtex | PDF |
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2006 |
| 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 |
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2006 |
| ACM SIGGRAPH 2005: Chapter 10: Computation Culling with Explicit Early-Z and Dynamic Flow Control (Pedro V. Sander) |
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01/01/2005 |
| ACM SIGGRAPH 2005: Introduction to the DirectX9 High Level Shading Language (Mitchell, J.) |
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01/01/2005 |
| ACM SIGGRAPH 2005: Filtering Cubemaps:Angular Extent Filtering and Edge Seam Fixup Methods ( John R. Isidoro) |
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01/01/2005 |
| ACM SIGGRAPH 2005: Interactive Summed-Area Table: Generation for Glossy Environmental Reflections |
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01/01/2005 |
| 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 |
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01/01/2005 |
| ACM SIGGRAPH 2005: DirectX® 9 High Level Shading Language (Pendro V. Sender) |
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01/01/2005 |
| ACM SIGGRAPH 2005: Practical Dynamic Parallax Occlusion Mapping(Natalya Tatarchuk) |
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01/01/2005 |
| ACM SIGGRAPH 2005: GPU Shading and Rendering, Shading Compilers Notes (Avi Bleiwiess) |
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01/01/2005 |
| ACM SIGGRAPH 2005: GPU Shading and Rendering, Shading Compilers Slides (Avi Bleiwiess) |
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01/01/2004 |
| ACM SIGGRAPH 2004: ASHLI - Multipass for Lower Precision Targets(Avi Bleiwiess) |
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01/01/2004 |
| ACM SIGGRAPH 2004: Real-Time Skin Rendering on Graphics Hardware(Pendro V. Sender) |
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01/01/2004 |
| ACM SIGGRAPH 2004: Real-Time Skin Rendering on Graphics Hardware||(Pendro V. Sender) |
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01/01/2004 |
| ACM SIGGRAPH 2004:Real-Time Skin Rendering on Graphics Hardware(Video) |
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01/01/2004 |
| ACM SIGGRAPH 2004:Practical Real-Time Hair Rendering and Shading (Thorston Scheuermann) |
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01/01/2004 |
| ACM SIGGRAPH 2004:Practical Real-Time Hair Rendering and Shading||(Thorston Scheuermann) |
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01/01/2004 |
| ACM SIGGRAPH 2004:Practical Real-Time Hair Rendering and Shading(Video) |
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01/01/2004 |
| ACM SIGGRAPH 2004: RenderMonkey: An Effective Environment for Shader Prototyping and Development(Natalya Tatarchuk) |
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01/01/2004 |
| ACM SIGGRAPH 2004: RenderMonkey: An Effective Environment for Shader Prototyping and Development||(Natalya Tatarchuk) |
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01/01/2004 |
| ACM SIGGRAPH 2004: RenderMonkey(video) |
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01/01/2004 |
| ACM SIGGRAPH 2004: Making of Ruby: The DoubleCross (David Gosselin) |
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01/01/2004 |
| ACM SIGGRAPH 2004: Applications of Explicit Use of Early-Z(Pendro V. Sender) |
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01/01/2004 |
| ACM SIGGRAPH 2004: Applications of Explicit Use of Early-Z||(Pendro V. Sender) |
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01/01/2004 |
| ACM SIGGRAPH 2004:DirectX® 9 High Level Shading Language (Jason.M) |
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01/01/2004 |
| ACM SIGGRAPH 2004:DirectX® 9 High Level Shading Language|| (Jason.M) |
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01/01/2004 |
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| I3D 2008, Curved PN Triangles by Alex Vlachos and Jorg Peters |
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02/17/2008 |
| I3D 2008: High Quality Interactive Rendering with Real-Time Tessellation on GPU(Tatarchuk, N) |
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01/01/2008 |
| 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 |
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08/01/2007 |
| 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) |
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04/01/2007 |
| 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 |
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01/01/2007 |
| 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 |
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01/01/2007 |
| 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 | PDF | Video |
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01/01/2007 |
| 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 |
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01/01/2006 |
| I3D 2006:Triangle Order Optimization for Efficient Graphics Hardware Computation Culling(Diego Nehab, Joshua.B) |
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01/01/2006 |
| I3D 2006: Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows ( Tatarchuk N.) |
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01/01/2006 |
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| JavaOne 2008: Virtualizing a Virtual Machine |
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05/09/2008 |
| eclipseCON™ 2008: Analyzing Java Performance Using Hardware Performance Counters |
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03/25/2008 |
| ASPLOS 2008: Accelerating Two-Dimensional Page Walks for Virtualized Systems |
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03/12/2008 |
| ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'08) : Tomorrow's Rendering Today: High Quality Interactive Rendering with Real-Time Tessellation on GPU by Tatarchuk, N. |
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03/01/2008 |
| CGO 2008:Issues and Challenges in Compiling for Graphics Processors” (keynote talk). |
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01/01/2008 |
| CGO 2008:Issues and Challenges in Compiling for Graphics Processors” (Video) |
MP4 |
01/01/2008 |
| GCDC 2007: Harnessing the Power of DirectX 10 (Including DX9 porting considerations) |
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08/22/2007 |
| GCDC 2007: AMD GPU Tools for games development |
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08/22/2007 |
| Graphics Harware 2007: AMD's Radeon HD 2900. Hot 3D Session |
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08/05/2007 |
| 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 |
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08/01/2007 |
| AMD Summer Tech Mixer in Second Life Transcript |
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07/29/2007 |
| AMD and Metaversatility present: Open source movements in Second Life: Challenges and opportunities |
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02/28/2007 |
| Eurographics 2007: Topics in Tessellation for High Quality Real-Time Rendering in Computer Graphics |
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01/01/2007 |
| Designing & Optimizing Software for N Cores |
PDF |
10/31/2006 |
| Eurographics 2006: Animation Track |
PDF |
01/01/2006 |
| Eurographics 2006: Animation Track(video) |
AVI |
01/01/2006 |
| Eurographics workshop 2006:Artist-Directable Real-Time Rain Rendering in City Environments |
PDF |
01/01/2006 |
| Eurographics workshop 2006:Artist-Directable Real-Time Rain Rendering in City Environments|| |
PDF |
01/01/2006 |
| GDCE 2005:Richer Worlds for Next Gen Games |
PDF |
01/01/2005 |
| GDCE 2005:Irradiance Volumes for Games |
PDF |
01/01/2005 |
| EG Conference 2005: Xenos: XBOX360 GPU |
PDF |
01/01/2005 |
| Dassault Systèmes CAA V5 DevCon 2005: Introduction to AMD64 Technology |
PDF |
01/01/2005 |
| 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 |
Multi |
03/01/2005 |
| 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 |
Multi |
2005 |
| 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 |
Multi |
2005 |
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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 |
Multi |
2005 |
| KRI 2004(In Russian): Graphics Effects |
PPS |
12/01/2004 |
| KRI 2004 (Moscow): Advanced visual effects with DirectX® 9 and ATI (ATI NetSeminar December 2003) |
HTML |
12/01/2004 |
| KRI 2004(In Russian): Introduction to GLSL |
PPS |
11/01/2004 |
| KRI 2004 (Moscow): High Level Shading with DirectX® 9 on Radeon 9700- Net Seminar (ATI NetSeminar November 2002) |
PDF |
11/01/2004 |
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