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  • GDC & Gaming Format Date
    Develop Brighton 2008 - Ultimate Graphics Performance for DirectX 10 Hardware PDF 07/31/2008
    GDC Paris 2008: Tessellation in a Low-Poly World & Harnessing the Power of Multi-GPUs PPT 07/03/2008
    GDC Paris 2008: DirectX 10 Performance Tips PPT 07/03/2008
    GDC 2008: Harnessing the Power of Multiple GPUs (Holger Gruen) PDF 02/28/2008
    GDC 2008: Harnessing the Power of Multiple GPUs (Jon Story, Holger Gruen) PDF 02/28/2008
    GDC 2008: Multi-core is Here! But How Do You Resolve Data Bottlenecks in PC Games? PDF 02/27/2008
    GDC 2008: The Ultimate Developers Toolkit PDF 02/27/2008
    GDC 2008: DirectX 10.1: DirectX 10 and then some… PDF 02/27/2008
    GDC 2008: Ultimate Graphics Performance for DirectX 10 Hardware PDF 02/27/2008
    GDC 2008: AMD Sponsored Sessions : The Ultimate Developers Toolkit by Ginsburg D., Zarge J. PDF 02/20/2008
    GDC 2008: AMD Sponsored Sessions : Ultimate Graphics Performance for DirectX 10 Hardware by Thibieroz, N. PDF 02/20/2008
    GDC 2008: AMD Sponsored Sessions : Tessellation in a Low Poly World by Bilodeau, B., Lohrmann, P. PDF 02/20/2008
    GDC 2008: AMD Sponsored Sessions : Harnessing the Power of Multiple GPUs by Story, J., Grün, H. PDF 02/20/2008
    GDC 2008: GDC Mobile: Next-Gen Tile Based GPUs by Ribble M. PDF 02/19/2008
    GDC 2008: Advanced Direct3D Tutorial Day: Future-Proof Games with Real-Time Tessellation by Tatarchuk, N PDF 02/18/2008
    GDC 2008: DirectX10.1 “DirectX 10 and then some(Richard Huddy) PDF 02/18/2008
    GDC 2008: Advanced Direct3D Tutorial Day: Post Processing in The Orange Box by Vlachos, A. (Valve) PDF 02/18/2008
    GDC 2008: Post Processing in The Orange Box(Vlachos) PDF 02/18/2008
    GDC 2008: Advanced Direct3D Tutorial Day: Harnessing the Power of Multiple GPUs by Grün, H., Story, J. and Llamas, I. (NVIDIA) PDF 02/18/2008
    GDC 2007: AMD Performance Library PDF 03/20/2007
    GDC 2007: Massive Multi-Core Processors & Gaming PDF 03/12/2007
    GDC 2007: AMD Graphics Developer Performance Tools PDF 03/5/2007
    GDC 2007: Gettin’ Procedural PDF 03/5/2007
    GDC 2007: OpenGL ES 2.0 : Start Developing Now PDF 03/5/2007
    GDC 2007: Performance Profiling with AMD GPU Tools: A Case Study PDF 03/5/2007
    GDC 2007: DirectX10: Porting, Performance and "Gotchas" PDF 03/5/2007
    GDC 2007: Real-time Atmospheric Effects in Games Revisited (Crytek) PDF 03/5/2007
    GDC 2007: Frostbite Rendering Architecture and Real-Time Procedural Shading and Texturing Techniques (AMD / DICE) PDF 03/5/2007
    GDC 2007: The Importance of Being Noisy: Fast, High Quality Noise PDF 03/5/2007
    GDC 2006 Russian:Practical Parallax Occlusion Mapping For Highly Detailed Surface Rendering PDF 04/19/2006
    GDC 2006 Russian:Artist-Directable Real-Time Rain Rendering in City Environments PDF 04/19/2006
    GDC 2006 Russian:The Ancient Temples, The Modern Cities, and the Stars PDF 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 PDF 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) PDF 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) PDF 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 PDF 03/28/2006
    GDC 2006: Advanced D3D Tutorial Day - Optimizing DirectX9 Graphics(Richard Huddy) PDF 03/20/2006
    GDC 2006: Advanced D3D Tutorial Day - How to Work on Next Gen Effects Now: Bridging DX10 and DX9(Guennadi Riguer) PDF 03/20/2006
    GDC 2006: Advanced D3D Tutorial Day - Artist-Directable Real Real-Time Rain Rendering in Time Rain Rendering in City Environments PDF 03/20/2006
    GDC 2006: GLES Tutorial Day - Advanced Rendering Techniques with OpenGL ES 1.1+ (Dan Ginsburg) PDF 03/20/2006
    GDC 2006: GLES Tutorial Day - OpenGL ES 1.1+ and ES 2.0 (Aaftab Munshi) PDF 03/20/2006

    GDC 2006:OpenGL Tutorial Day - Advanced Visual Effects with Advanced Visual Effects with OpenGL OpenGL(Evan Hart)

    PDF 03/20/2006
    GDC 2006:Practical Parallax Occlusion Mapping For Highly Detailed Mapping(Natalya Tatarchuk) PDF 03/20/2006
    GDC 2006:GDCMobile2006 - Change to OpenGL ES 2.0: Shaders Go Mobile(Dan Ginsburg) PDF 03/20/2006
    GDC 2006:Shadow Mapping: GPU-based Tips and Techniques(Isidoro, J. R) PDF 03/20/2006
    GDC 2005: Evolution of a relationship: AMD & STREAMLINE STUDIOS PDF 01/01/2005
    GDC 2005: Maximizing Performance of PC Games on 64-bit Platforms PDF 01/01/2005
    GDC 2005: Zombie Studios: Designing and Developing for 64-bit PDF 01/01/2005
    GDC 2005: Cubemap Filtering with CubeMapGen PDF 01/01/2005
    GDC 2005: OpenGL Shading Language (Bill licea-kane) PDF 01/01/2005
    GDC 2005: CubeMapGen HTML 01/01/2005
    GDC 2005: Bringing Hollywood to Real-Time (Abe Miley) PDF 01/01/2005
    GDC 2005: 3.0 Shaders (Jason Mitchell) PDF 01/01/2005
    GDC 2005: OpenGL Performance Tuning (Evan hart) PDF 01/01/2005
    GDC 2005: Optimizing for DirectX Graphics(Richard Huddy) PDF 01/01/2005
    GDC 2005: Irradiance Volumes for Games(Chris Oat) PDF 01/01/2005
    GDC 2005: Advanced Visual Effects with Direct3D optimization (Richard Huddy) PDF 01/01/2005
    GDC 2005: Far Cry and DirectX, by Carsten Wenzel of Crytek PDF 01/01/2005
    GDC 2005: Summed-Area Tables And Their Application to Dynamic Glossy Environment Reflections(Thorsten Scheuermann) PDF 01/01/2005
    GDC 2005: Making Pretty Pictures with Direct3D, by Alex Evans of Lionhead Studios (Alex Evans) PDF 01/01/2005
    GDC 2005: Ruby: Dangerous Curves Effects PDF 01/01/2005
    GDC 2005: Advances in Real-Time Skin Rendering (Natalya tatar chuk) PDF 01/01/2005
    GDC 2005 Videos of above presentations HTML 01/01/2005
    GDC 2004 Half-Life 2 / Source Shading by Gary McTaggart, Valve Software PDF 03/22/2004
    GDC 2004 Drawing a Diamond (David Gasselin) PDF 01/01/2004
    GDC 2004: Advanced Depth of Field (Thorston Scheuermann) PDF 01/01/2004
    GDC 2004 :Procedural Shaders: A Feature Animation Perspective PDF 01/01/2004
    GDC 2004: Adding Spherical Harmonic Lighting to the Sushi Engine PDF 01/01/2004
    GDC 2004 Hair Rendering and Shading(Thorston Scheuermann) PDF 01/01/2004
    GDC 2004 Volumetric Light Shaft Rendering(Jason Mitchell) PDF 01/01/2004
    GDC 2004:Save the Nanosecond! PC Graphics Performance for the next 3 years PDF 01/01/2004
    GDC 2004: Real Time Skin Rendering(David Gosselin) PDF 01/01/2004
    GDC 2004: Optimizing Star Wars: Galaxies by Jeff Grills, Sony Online Entertainment PDF 01/01/2004
    GDC 2004:Deferred Shading by Shawn Hargreaves, Climax PDF 01/01/2004
    GDC 2004 Optimization PDF 01/01/2004
    GDC 2004:Shader models PDF 01/01/2004
    GDC 2004: Custom Component Development with the RenderMonkey SDK PDF 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 HTML 01/01/2004
    GDC 2004: New RenderMonkey features for DirectX and OpenGL Shader Development PDF 01/01/2004
    GDC 2004: Advanced Visual Effects with Direct3D: Shader models PDF 01/01/2004
    GDC 2004: OpenGL ARB Superbuffers PDF 01/01/2004
    GDC 2004: OpenGL Performance Tuning PDF 01/01/2004
    GDC 2004: OpenGL Tutorial Day - OpenGL Shading Language PDF 01/01/2004
    GDC 2004 Videos of above presentations HTML 01/01/2004
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    Linux Events Format Date
    Improving program performance with AMD CodeAnalyst for Linux® PDF 05/16/2007
    Assessing the Linux Alternative for Your Solution Provider Practice HTML 12/12/2006
    AMD presentation at Linux Kernel Summit PDF 01/01/2005
    Linux Summit 2005 – Virtual Leverage: Server Consolidation in Open Source Environments by Margaret Lewis PDF 01/01/2005
    AMD64 Status Report for Kernel Summit 2004 by Rich Brunner PDF 01/01/2004
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    Microsoft Events Format Date
    MSDN India Webcast: Multi-core is Here!  But How Do You Resolve Data Bottlenecks in Native Code? by Mike Wall PDF 02/01/2008
    MSDN India Webcast: TechEd Developers 2007: x86 and x64 Performance Considerations when using Microsoft Visual Studio 2008 by Robin Maffeo PDF 01/31/2008
    TechEd Developers 2007: x86 and x64 Performance Considerations when using Microsoft Visual Studio 2008 PDF 11/07/2007
    TechEd Developers 2007: Multi-core is Here! But How Do You Resolve Data Bottlenecks in Native Code? PDF 11/06/2007
    Tech-Ed 2005 – AMD64 with Direct Connect Architecture: Providing a Scalable Platform for Microsoft SQL Server by Margaret Lewis PDF 01/01/2005
    WinHEC 2005 — Multi-Core Processor Technology – Maximizing CPU Performance in a Power-Constrained World PDF 01/01/2005
    WinHEC 2005 — Pacifica – Next Generation Architecture for Efficient Virtual Machines PDF 01/01/2005
    WinHEC 2005 — Performance Analysis on Multi- Processor systems using AMD CodeAnalyst for Windows PDF 01/01/2005
    WinHEC 2005 — Running the Commercialization Rapids with New Technology PDF 01/01/2005
    WinHEC 2005 — x86 Everywhere PDF 01/01/2005
    MSDN Web Cast 2004: AMD64 Architecture Drilldown: 64-bit Performance and 32-bit Compatibility by Mike Wall PDF 01/01/2004
    Tech Ed Europe 2004: Optimizing Software for 64-bit Windows® for Extended Systems…in 5 easy steps by Mike Wall PDF 01/01/2004
    WinHEC 2004: Configuring Microsoft Visual Studio Projects to Support the AMD64 Architecture by Evandro Menezes PDF 01/01/2004
    WinHEC 2004: Enhanced Virus Protection in AMD Opteron™ and AMD Athlon™ 64 Processors by Rich Brunner PDF 01/01/2004
    WinHEC 2004: Porting and Optimizing Applications on 64-bit Windows for AMD64 Architecture by Mike Wall PDF 01/01/2004
    WinHEC 2004: Porting and Optimizing Multimedia Codecs for AMD64 Architecture on Windows by Harsha Jagasia PDF 01/01/2004

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    ACM SIGGRAPH   Format    Date
    ACM SIGGRAPH 2007: Advanced Real-Time Rendering in 3D Graphics and Games(Natalya Tatarchuk) PDF 08/08/2007
    ACM SIGGRAPH 2007:General-Purpose Computation on Graphics Hardware(Justin Hensley) PDF 08/08/2007
    ACM SIGGRAPH 2007: Tuning GPGPU Applications for Performance(Justin Hensley, Jason Yang) PDF 08/01/2007
    ACM SIGGRAPH 2007:  Advanced Real-Time Rendering in 3D Graphics and Games||(Natalya Tatarchuk) PDF 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 | Course notes, Chapter 9 Multi 08/01/2007
    ACM SIGGRAPH 2007:  Real-Time Particle System on the GPU in Dynamic Environments PDF 08/01/2007
    ACM SIGGRAPH 2007: Advanced Real-Time Rendering in 3D Graphics and Games(Galoppo, N) PDF 08/01/2007
    ACM SIGGRAPH 2007: Surface Detail Maps with Soft Self-Shadowing(Green, C) PDF 08/01/2007
    ACM SIGGRAPH 2007: Simple, Fast Vector Texture Maps on GPU(Green, C) PDF 08/01/2007
    ACM SIGGRAPH 2007: Real-Time Tessellation on GPU(Natalya Tatarchuk) PDF 08/01/2007
    ACM SIGGRAPH 2007: Morph Animation with Tessellation(Movie) mov 08/01/2007
    ACM SIGGRAPH 2007: Terrain tessellation(Movie) mov 08/01/2007
    ACM SIGGRAPH 2007: Character rendering with tessellation(Movie) mov 08/01/2007
    ACM SIGGRAPH 2007: Terrain Rendering in Frostbite using Procedural Shader Splatting(Andersson, J) PDF 08/01/2007
    ACM SIGGRAPH 2007: Real-Time Wrinkles(Oat, C) PDF 08/01/2007
    ACM SIGGRAPH 2007: Real-Time Wrinkles(Movie) ZIP 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 PDF 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 Multi 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 Multi 08/01/2007
    ACM SIGGRAPH 2007: The Art and Technology of Whiteout(Wiley, A. and Scheuermann, T) PDF 08/01/2007
    ACM SIGGRAPH 2007: Real-Time Medical Visualization with FireGL(Tatarchuk, N. and Shopf, J) PDF 08/01/2007
    ACM SIGGRAPH 2007: Real-Time Medical Visualization with FireGL(Movie) mov 08/01/2007
    ACM SIGGRAPH 2007: Tessellation in Viva Piñata.(Boulton, M) PDF 08/01/2007
    ACM SIGGRAPH 2007: Morph Animation with Tessellation(Movie) wmv 08/01/2007
    ACM SIGGRAPH 2007: Interactive Illustrative Rendering in Team Fortress 2(Mitchell, J) PDF 08/01/2007
    ACM SIGGRAPH 2007: Movie 1 wmv 08/01/2007
    ACM SIGGRAPH 2007: Movie 2 wmv 08/01/2007
    ACM SIGGRAPH 2007: Movie 3 wmv 08/01/2007
    ACM SIGGRAPH 2007: Movie 4 wmv 08/01/2007
    ACM SIGGRAPH 2006: Render to Vertex Buffer with D3D9(Scheuermann, T.) PDF 08/01/2006
    ACM SIGGRAPH 2006: Advanced Real-Time Rendering in 3D Graphics and Games (Tatarchuk, N) PDF 08/01/2006
    ACM SIGGRAPH 2006: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA PDF 08/01/2006
    ACM SIGGRAPH 2006: Preprocessing and Real-Time Rendering Techniques for Large Datasets(Sander, P) PDF 08/01/2006
    ACM SIGGRAPH 2006: Rendering Gooey Materials with Multiple Layers (Oat, C) PDF 08/01/2006
    ACM SIGGRAPH 2006: Fast Approximations for Global Illumination on Dynamic Scenes(Evans, A.) PDF 08/01/2006
    ACM SIGGRAPH 2006: Parallax Occlusion Mapping for Detailed Surface Rendering(Tatarchuk, N) PDF 08/01/2006
    ACM SIGGRAPH 2006: Shading in Valve’s Source Engine(Mitchell, J.) PDF 08/01/2006
    ACM SIGGRAPH 2006: Constant Albedo versus Ambient Cube Albedo(Video) wmv 08/01/2006
    ACM SIGGRAPH 2006: Alyx Phong Close-up (Video) wmv 08/01/2006
    ACM SIGGRAPH 2006: Alyx Sun Rim Light (Video) wmv 08/01/2006
    ACM SIGGRAPH 2006: Constant versus Ambient Cube (Video) wmv 08/01/2006
    ACM SIGGRAPH 2006: Specular wall(Video) wmv 08/01/2006
    ACM SIGGRAPH 2006: Artist-Directable Real-Time Rain Rendering in City Environments. Course(Tatarchuk, N) PDF 08/01/2006
    ACM SIGGRAPH 2006: Ambient Aperture Lighting(Oat, C) PDF 08/01/2006
    ACM SIGGRAPH 2006: Real-Time Atmospheric Effects in Games(Wenzel, C) PDF 08/01/2006
    ACM SIGGRAPH 2006: GDC 2006 (Video) WMV 08/01/2006
    ACM SIGGRAPH 2006: CryEngine2 Day and Night Cycle (Video) AVI 08/01/2006
    ACM SIGGRAPH 2006:  CryEngine2 River Sequence (Video) WMV 08/01/2006
    ACM SIGGRAPH 2006:  CryEngine2 Soft Particles (Video) WMV 08/01/2006
    ACM SIGGRAPH 2006:  CryEngine2 Volumetric Lightning (Video) AVI 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 Multi 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 Multi 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 Multi 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 Multi 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 Multi 2006
  • 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
  • Multi 2006
    Nehab, D., Sander, P. V., Isidoro, J. R. 2006. The Real-Time Reprojection Cache. ACM SIGGRAPH sketch, Reprojection Cache Bibtex | PDF Multi 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 Multi 2006
    ACM SIGGRAPH 2005: Chapter 10: Computation Culling with Explicit Early-Z and Dynamic Flow Control (Pedro V. Sander) PDF 01/01/2005
    ACM SIGGRAPH 2005: Introduction to the DirectX9 High Level Shading Language (Mitchell, J.) PDF 01/01/2005
    ACM SIGGRAPH 2005: Filtering Cubemaps:Angular Extent Filtering and Edge Seam Fixup Methods ( John R. Isidoro) PDF 01/01/2005
    ACM SIGGRAPH 2005: Interactive Summed-Area Table: Generation for Glossy Environmental Reflections PDF 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 Multi 01/01/2005
    ACM SIGGRAPH 2005: DirectX® 9 High Level Shading Language (Pendro V. Sender) PDF 01/01/2005
    ACM SIGGRAPH 2005: Practical Dynamic Parallax Occlusion Mapping(Natalya Tatarchuk)  PDF 01/01/2005
    ACM SIGGRAPH 2005: GPU Shading and Rendering, Shading Compilers Notes (Avi Bleiwiess) PDF 01/01/2005
    ACM SIGGRAPH 2005: GPU Shading and Rendering, Shading Compilers Slides (Avi Bleiwiess) PDF 01/01/2004
    ACM SIGGRAPH 2004: ASHLI - Multipass for Lower Precision Targets(Avi Bleiwiess) PDF 01/01/2004
    ACM SIGGRAPH 2004: Real-Time Skin Rendering on Graphics Hardware(Pendro V. Sender)  PDF 01/01/2004
    ACM SIGGRAPH 2004: Real-Time Skin Rendering on Graphics Hardware||(Pendro V. Sender)  PDF 01/01/2004
    ACM SIGGRAPH 2004:Real-Time Skin Rendering on Graphics Hardware(Video) MOV 01/01/2004
    ACM SIGGRAPH 2004:Practical Real-Time Hair Rendering and Shading (Thorston Scheuermann) PDF 01/01/2004
    ACM SIGGRAPH 2004:Practical Real-Time Hair Rendering and Shading||(Thorston Scheuermann) PDF 01/01/2004
    ACM SIGGRAPH 2004:Practical Real-Time Hair Rendering and Shading(Video) MOV 01/01/2004
    ACM SIGGRAPH 2004: RenderMonkey: An Effective Environment for Shader Prototyping and Development(Natalya Tatarchuk)  PDF 01/01/2004
    ACM SIGGRAPH 2004: RenderMonkey: An Effective Environment for Shader Prototyping and Development||(Natalya Tatarchuk)  PDF 01/01/2004
    ACM SIGGRAPH 2004: RenderMonkey(video) MOV 01/01/2004
    ACM SIGGRAPH 2004: Making of Ruby: The DoubleCross (David Gosselin) PDF 01/01/2004
    ACM SIGGRAPH 2004: Applications of Explicit Use of Early-Z(Pendro V. Sender)  PDF 01/01/2004
    ACM SIGGRAPH 2004: Applications of Explicit Use of Early-Z||(Pendro V. Sender)  PDF 01/01/2004
    ACM SIGGRAPH 2004:DirectX® 9 High Level Shading Language (Jason.M) PDF 01/01/2004
    ACM SIGGRAPH 2004:DirectX® 9 High Level Shading Language|| (Jason.M) PPS 01/01/2004

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    Interactive 3D Format Date
    I3D 2008, Curved PN Triangles by Alex Vlachos and Jorg Peters PDF 02/17/2008
    I3D 2008: High Quality Interactive Rendering with Real-Time Tessellation on GPU(Tatarchuk, N) PDF 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 Multi 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) Multi 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 Multi 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 Multi 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 Multi 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 Multi 01/01/2006
    I3D 2006:Triangle Order Optimization for Efficient Graphics Hardware Computation Culling(Diego Nehab, Joshua.B) PDF 01/01/2006
    I3D 2006: Dynamic Parallax Occlusion  Mapping with Approximate Soft Shadows ( Tatarchuk N.) PDF 01/01/2006

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    Technical Day Format Date
    AMD Tech Day UK: AMD CPU Roadmap PDF 08/14/2007
    AMD Tech Day UK: ATI Radeon™ HD 2000 SeriesTechnology Overview PDF 08/14/2007
    AMD Tech Day UK: Multi-Core Coding for Games & Phenom(TM) Software Optimization PDF 08/14/2007
    AMD Tech Day:Intel's new Core™ Microarchitecture PDF 08/14/2007
    AMD Tech Day:Profiling Threaded Games PDF 08/14/2007
    AMD Tech Day UK: AMD GPU Tools for games development PDF 08/02/2007
    AMD Tech Day UK: Harnessing the Power of DirectX 10 PDF 08/02/2007
    AMD Tech Day UK: Welcome Keynote PDF 08/02/2007
    AMD Tech Day UK: Develop Introduction PDF 06/29/2007
    Sweden Tech Day:Clever Shader Tricks(v 2.1) PDF 01/01/2007
    Sweden Tech Day: AMD Designing for N cores PDF 10/10/2006

    Sweden Tech Day: Welcome ATI Technical Day

    PDF 10/6/2006
    Sweden Tech Day: Preparing Games for Windows Vista PDF 08/14/2006
    ATI Tech Day:Microsoft Get Ready for Direct3D 10 PDF 07/14/2006
    Sweden Tech Day:Profiling and Debugging with PIX PDF 01/01/2006
    Sweden Tech Day:AMD Technology and Software PDF 01/01/2006
    Sweden Tech Day:Introduction to D3D10 PPT 01/01/2006
    Sweden Tech Day:Graphics Performance PDF 01/01/2006
    Sweden Tech Day:HavokFX - Next Gen Physics on ATI GPUs PPT 01/01/2006
    ATI Tech Day:Clever Shader Tricks (v 1.01) PDF 01/01/2006
    ATI Tech Day:DirectX 10 for Techies PDF 01/01/2006
    ATI Tech Day:Coding for Multiple Cores PDF 01/01/2006
    ATI Tech Day:Practical examples of multi-threading in games PDF 01/01/2006
    ATI Tech Day:Microsoft Getting Ready for Windows Vista PDF 01/01/2006
    ATI Tech Day:Graphics Performance PDF 01/01/2006

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    <

    Other Events

    Format Date
    JavaOne 2008: Virtualizing a Virtual Machine PDF 05/09/2008
    eclipseCON™ 2008: Analyzing Java Performance Using Hardware Performance Counters PDF 03/25/2008
    ASPLOS 2008: Accelerating Two-Dimensional Page Walks for Virtualized Systems HTML 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. PDF 03/01/2008
    CGO 2008:Issues and Challenges in Compiling for Graphics Processors” (keynote talk). PDF 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) PDF 08/22/2007
    GCDC 2007: AMD GPU Tools for games development PDF 08/22/2007
    Graphics Harware 2007: AMD's Radeon HD 2900. Hot 3D Session PDF 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 Multi 08/01/2007
    AMD Summer Tech Mixer in Second Life Transcript PDF 07/29/2007
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