FMX 2013 – Conference on Animation, Effects, Games and Transmedia
Hair Rendering in Tomb Raider (Wolfgang Engel and Stephan Hodes)
GDC & Gaming
2013
GDC 2013: DX11 Performance Reloaded (Nicolas Thibieroz)
GDC 2013: Direct Compute For Gaming: Supercharge Your Engine With Compute Shaders (Stephan Hodes and Layla Mah)
GDC 2013: A Survivor Reborn: Tomb Raider On DX11 (Jason Lacroix)
GDC 2013: The Rendering Technologies Of Crysis3 (Tiago Sousa)
GDC 2013: Tiled Rendering Showdown: Forward ++ vs Deferred Rendering (Jason Stewart and Gareth Thomas)
GDC 2013: How CryENGINE 3 and AMD GCN Architecture Gave Birth to a Red Gem: “Project Phoenix” (Bill Bilodeau, Kedhrin Gonzalez, Sean Tracy, Dongsoo Han)
GDC 2013: Powering The Next Generation Of Graphics AMD GCN Architecture (Layla Mah)
GDC 2013: Behind The Scenes: Optimizing Far Cry 3, Left 4 Dead 2 and Assassin’s Creed 3 using AMD’s GPUPerfStudio 2
2012
GDC 2012: Technology Behind AMD’s “Leo Demo” (Jay McKee)
GDC 2012: Enhancing Graphics in Unreal Engine 3 Titles using New Code Submissions (Owen Wu)
GDC 2012: GDC 2012: Game Development Optimization and Debugging using AMD’s GPUPerfstudio 2 (Gordon Selly, Peter Lohrmann, Matthijs De Smedt)
GDC 2012: GDC 2012: Partially Resident Textures on Next-Generation GPUs (Bill Bilodeau, Graham Sellers, Karl Hillesland)
GDC 2012: Using GPUView to Understand your DirectX 11 Game (Jon Story)
GDC 2012: Ptex and Vector Displacement in AMD Demos (Karl Hillesland)
2011
GDC 2011: An Optimized Diffusion Depth of Field Solver (Holger Grün)
GDC 2011: Deferred Shading Optimizations (Nicolas Thibieroz)
GDC 2011: DirectCompute Accelerated Separable Filters (Jon Story, Takahiro Harada, Holger Grün)
GDC 2011: DirectX 11 in Dragon Age 2 (Andreas Papathanasis)
GDC 2011: DX11TechniquesInHK2207 (Takahiro Harada)
GDC 2011: Efficient Compute Shader Programming (Bill Bilodeau)
GDC 2011: Firaxis LORE (Dan Baker)
GDC 2011: GDC11_DX11inBF3 (Johan Andersson)
GDC 2011: HighPerformancePostProcessing (Nathan Hoobler)
GDC 2011: DX11-Perf-Gems (Jon Jansen)
GDC 2011: PerfStudio2 – Wide (Gordon Selley, Peter Lohrmann)
GDC 2011: Programming for AMD’s Fusion (RICHARD HUDDY, JIN RAN)
GDC 2011: Tessellation_On_Any_Budget (John McDonald)
2010
Advanced DirectX 11 technology: DirectCompute by Example (CEDEC) (Justin Hensley, Lee Howes)
Advanced DirectX 11 technology: DirectCompute by Example (GDC Europe) (Lee Howes, Jason Yang)
GDC 2010: Multi-monitor Game Development (Thomas Fortier)
GDC 2010: Tessellation performance (Jon Story)
GDC 2010: DirectCompute Performance on DX11 Hardware (Nick Thibieroz)
GDC 2010: DX11 Tips and Tricks (Holger Grün)
GDC 2010: DiRT2 DirectX 11 Technology (Jon Story)
GDC 2010: OIT and GI using DX11 linked lists (Nick Thibieroz & Holger Grün)
GDC 2010: Advanced Visual Effects with Direct3D (Simon Green)
GDC 2010: Enrich Visual Details Using Direct3D 11 Tessellation (Tianyun Ni)
GDC 2010: DX11 Effects in Metro 2033 (Ashutosh Rege, Oles Shishkovtsov)
GDC 2010: Direct3D 11 Tessellation Tutorial (Bill Bilodeau)
GDC 2010: Optimizing and Debugging Graphics Applications with AMD’s GPU PerfStudio 2.2 (Raul Aguaviva, Gordon Selley, Seth Sowerby)
2009
GDC2009: Authoring for Real-Time Tessellation and Displacement Mapping (Abe Wiley)
GDC2009: Mixed Resolution Rendering (Jeremy Shopf)
GDC2009: GPGPU stream computing 2009 (Jules Urbach)
GDC2009: High Quality Direct3D 10.0 & 10.1 Accelerated Techniques (Jon Story, Holger Gruen)
GDC2009: Shader Model 5.0 and Compute Shader (Nick Thibieroz)
GDC2009: D3D11 Tessellation (Sarah Tariq)
GDC2009: ATI Stream™ Physics (Neal Robison)
GDC2009: Maximizing Multi-GPU Performance (Thomas Fortier)
GDC2009: Introducing AMD GPU PerfStudio 2.0 (Seth Sowerby, Gordon Selley)
GDC2009: Your Game Needs Direct3D 11, So Get Started Now! (Bill Bilodeau)
GDC2009: The A to Z of DX10 Performance (Nick Thibieroz)
GDC2009: GSC Game World‘s S.T.A.L.K.E.R : Clear Sky – a showcase for Direct3D 10.0/1 (Igor A. Lobanchikov, Holger Gruen)
GDC2009: Shadows & Decals: D3D10 techniques from Frostbite (Johan Andersson, Daniel Johansson)
2008
Develop Brighton 2008 – Ultimate Graphics Performance for DirectX 10 Hardware (Nicolas Thibieroz)
GDC Paris 2008: Tessellation in a Low-Poly World & Harnessing the Power of Multi-GPUs (Nicolas Thibieroz)
GDC Paris 2008: DirectX 10 Performance Tips (Nicolas Thibieroz)
GDC 2008: Harnessing the Power of Multiple GPUs (Holger Gruen)
GDC 2008: Harnessing the Power of Multiple GPUs (Jon Story, Holger Gruen)
GDC 2008: Multi-core is Here! But How Do You Resolve Data Bottlenecks in PC Games? (Michael Wall)
GDC 2008: The Ultimate Developers Toolkit (Jonathan Zarge, Dan Ginsburg)
GDC 2008: DirectX 10.1: DirectX 10 and then some… (Richard Huddy)
GDC 2008: Ultimate Graphics Performance for DirectX 10 Hardware (Nicolas Thibieroz)
GDC 2008: AMD Sponsored Sessions : The Ultimate Developers Toolkit (Ginsburg D, Zarge J)
GDC 2008: AMD Sponsored Sessions : Ultimate Graphics Performance for DirectX 10 Hardware (Thibieroz N)
GDC 2008: AMD Sponsored Sessions : Tessellation in a Low Poly World (Bilodeau B, Lohrmann P)
GDC 2008: AMD Sponsored Sessions : Harnessing the Power of Multiple GPUs (Jon Story, Grun H)
GDC 2008: GDC Mobile: Next-Gen Tile Based GPUs (Ribble M)
GDC 2008: Advanced Direct3D Tutorial Day: Future-Proof Games with Real-Time Tessellation (Tatarchuk N)
GDC 2008: DirectX10.1 “DirectX 10 and then some..”(Richard Huddy)
GDC 2008: Advanced Direct3D Tutorial Day: Post Processing in The Orange Box by Vlachos, A. (Valve)
GDC 2008: Post Processing in The Orange Box(Vlachos)
GDC 2008: Advanced Direct3D Tutorial Day: Harnessing the Power of Multiple GPUs (Grun H, Story J, Llamas I) (NVIDIA)
AMD Fusion Developer Summit
AFDS 2011 Keynote: “Evolution of AMD’s Graphics Core, and Preview of Graphics Core Next” (Eric Demers, AMD)
AFDS 2011 Keynote: “Creating a Decision Framework for OpenCL usage” (Graham Brown, Corel Corporation)
AFDS 2011 Keynote: “Heterogeneous Parallelism at Microsoft” (Herb Sutter, Microsoft)
AFDS 2011 Keynote: “Compute Power with Energy-Efficiency” (Jem Davies, ARM)
AFDS 2011 Keynote: “The Programmer’s Guide to the APU Galaxy.” (Phil Rogers, AMD)
AFDS 2011 Welcome (Rick Bergman, AMD)
Linux Events
Improving program performance with AMD CodeAnalyst for Linux® (Paul J.Drongowski)
Microsoft Events
PDC 2008: Multi-core processors are here, but how do you resolve bottlenecks in native code? (Michael Wall)
PDC 2008: AMD Developer Central, Tools & Resources for Software Developers
PDC 2008: Virtualization, An overview of the hardware features that give rise to world-class virtualization and cloud computing (Robin Maffeo)
Advanced Topics in GPU Tessellation (Natalya Tatarchuk)
MSDN India Webcast: Multi-core is Here! But How Do You Resolve Data Bottlenecks in Native Code? by Mike Wall (Michael Wall)
ACM SIGGRAPH
SIGGRAPH Asia 2009 – OpenCL™: Parallel Programming for Computing and Graphics
ACM SIGGRAPH 2009: Shiny, Blurry Things (Justin Hensley)
ACM SIGGRAPH 2009: When Fuzzy is Good: Advances in Filtering Techniques (Jason Yang)
ACM SIGGRAPH 2009: Beyond Programmable Shading Retrospective (Mike Houston)
GPU-Based Scene Management for Rendering Large Crowds (Barczak, J., Tatarchuk, N., Oat, C)
ACM SIGGRAPH Asia 2008: 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
GPU Crowd Simulation (Shopf, J., Oat, C., Barczak, J) ACM SIGGRAPH Asia 2008: Shopf, J., Oat, C., Barczak, J. GPU Crowd Simulation. SIGGRAPH Asia 2008 Sketch, SESSION: GPU-Based Methods, December 2008. PDF | Slides | Movie
GPU Tessellation for Detailed, Animated Crowds (Tatarchuk, N., Barczak, J., Purnomo, B) ACM SIGGRAPH Asia 2008: 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
ACM SIGGRAPH 2008: Practical parallel Rendering with DirectX9 and 10 (Vincent Scheib)
ACM SIGGRAPH 2008: Star Craft Effects and Techniques (Dominic Filion)
ACM SIGGRAPH 2008: Lighting and material of Halo 3 (Hao Chen)
ACM SIGGRAPH 2008: Advanced virtual Texture Topics (Marting Mittring)
ACM SIGGRAPH 2008: Advanced Real-Time Rendering using wavelets with current and future hardware (Mike Boulton)
ACM SIGGRAPH 2008: Simulation and Rendering Massive Intelligent and Detailed Crowds of Creatures on GPU (Christopher Oat, Natalya Tatarchuk) Video: AI | Video: Froblins
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 (Tatarchuk, N)
Interactive 3D
I3D 2008, Curved PN Triangles by Alex Vlachos and Jorg Peters
I3D 2008: High Quality Interactive Rendering with Real-Time Tessellation on GPU (Tatarchuk, N)
Technical Day
AMD Tech Day UK: AMD CPU Roadmap (Justin Boggs)
AMD Tech Day UK: ATI Radeon™ HD 2000 SeriesTechnology Overview (Richard Huddy)
AMD Tech Day UK: Multi-Core Coding for Games & Phenom™ Software Optimization (Justin Boggs)
AMD Tech Day:Intel’s new Core™ Microarchitecture (Holger Gruen)
AMD Tech Day:Profiling Threaded Games (Jonathan Story)
AMD Tech Day UK: AMD GPU Tools for games development (Holger Gruen)
AMD Tech Day UK: Harnessing the Power of DirectX 10 (Nicolas Thibieroz)
AMD Tech Day UK: Welcome Keynote (Ritche Corpus, Eric Lundgren)
AMD Tech Day UK: Develop Introduction (Ritche Corpus, Eric Lundgren)
Sweden Tech Day:Clever Shader Tricks(v 2.1) (Nick Thibieroz)
Sweden Tech Day: AMD Designing for N cores (Michael Wall, Robin Maffeo, Justin Boggs)
Sweden Tech Day: Welcome ATI Technical Day (Hilton Stockholm Slussen)
Sweden Tech Day: Preparing Games for Windows Vista (Bruce Dawson)
ATI Tech Day:Microsoft Get Ready for Direct3D 10 (Sam Z. Glassenberg)
Sweden Tech Day:Profiling and Debugging with PIX (Bruce Dawsonbdawson)
Sweden Tech Day:AMD Technology and Software (Justin Boggs)
Sweden Tech Day:Introduction to D3D10
Sweden Tech Day:Graphics Performance (Richard Huddy)
Sweden Tech Day:HavokFX – Next Gen Physics on ATI GPUs (Andrew Bowell, Peter Kipfer )
ATI Tech Day:Clever Shader Tricks (v 1.01) (Nick Thibieroz)
ATI Tech Day:DirectX 10 for Techies (Nick Thibieroz)
ATI Tech Day:Coding for Multiple Cores (Bruce Dawson)
ATI Tech Day:Practical examples of multi-threading in games (Leigh Davies)
ATI Tech Day:Microsoft Getting Ready for Windows Vista (Kev Gee)
ATI Tech Day:Graphics Performance (Richard Huddy)
Other Events
The Future of the APU – PAPA Workshop Presentation (Benedict Gaster)
The Future of the APU – A4MMC2011 Keynote (Lee Howes)
GPGPU COMPUTE – 2011 OpenFabrics International Workshop Presentation (Udeepta Bordoloi)
Programming models for next generation of GPGPU architectures (Benedict R. Gaster)
Incorporating Instruction-Based Sampling into AMD CodeAnalyst
Instruction-Based Sampling and AMD CodeAnalyst
GPU-Accelerated Computing for Chemistry and Material Simulations Using ATI Stream Technology
GPU Computing: Past, Present and Future with ATI Stream Technology
Computation Challenges in the Use of Emerging Many-Core Architectures for DoD Applications
A Directionally Adaptive Edge Anti-Aliasing Filter (Iourcha, K., Yang, J. C.,Pomianowski)
Studies with GPGPU – NSF U.S./Egypt Meeting on Software Development for Multicore and Heterogeneous Processors
Stream Computing for GPU-Accelerated HPC Applications – AFRL (Wright-Patterson)
Eurographics 2009:Taking Advantage of Direct3D 10.1 to Accelerate Performance and Enhance Quality (Holger Gruen)
ATI Stream Computing – Technical Overview
Understanding Software Approaches for GPGPU Reliability – GPGPU-2 (Martin Dimitrov, Mike Mantor, Huiyang Zhou)
Architecture-Aware Optimization Targeting Multithreaded Stream Computing – GPGPU-2 (Byunghyun Jang, Synho Do, Homer Pien, David Kaeli)
A Brief History of General Purpose (GPGPU) Computing
OpenCL: The Open Standard for Parallel Programming of GPUs and Multi-core CPUs
OpenCL – Khronos Group
VMWorld 2008: Why is IO Virtualization the Next Big Thing? (Andy Kegel)
Journal Of Parallel and Distributed Computing (Natalya Tatarchuk, Jeremy Shopf, Christopher DeCorob)
GameFest 2008: Advanced Topics in GPU Tessellation: Algorithms and Lessons Learned (Natalya Tatarchuk)
JavaOne 2008: Virtualizing a Virtual Machine (Azeem Jiva, Shrinivas Joshi)
eclipseCON™ 2008: Analyzing Java Performance Using Hardware Performance Counters (Gary Frost)
ASPLOS 2008: Accelerating Two-Dimensional Page Walks for Virtualized Systems (Ravi Bhargava, Benjamin Serebrin, Francesco Spadini,Srilatha Manne)
CGO 2008:Issues and Challenges in Compiling for Graphics Processors” (Norm Rubin)
CGO 2008:Issues and Challenges in Compiling for Graphics Processors” (Video)