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

2012

presentations:

Technology Behind AMD’s “Leo Demo”: Jay McKee
Enhancing Graphics in Unreal Engine 3 Titles using New Code Submissions: Owen Wu
Game Development Optimization and Debugging using AMD’s GPUPerfstudio 2 : Gordon Selly,Peter Lohrmann,Matthijs De Smedt
Partially Resident Textures on Next-Generation GPUs : Bill Bilodeau, Graham Sellers, Karl Hillesland
Using GPUView to Understand your DirectX 11 Game: Jon Story
Ptex and Vector Displacement in AMD Demos: Karl Hillesland

2011

presentations:

An Optimized Diffusion Depth of Field Solver: Holger Grün
Deferred Shading Optimizations : Nicolas Thibieroz
DirectCompute Accelerated Separable Filters : Jon Story, Takahiro Harada, Holger Grün
DirectX 11 in Dragon Age 2 : Andreas Papathanasis
DX11TechniquesInHK2207: Takahiro Harada
Efficient Compute Shader Programming: Bill Bilodeau
Firaxis LORE: Dan Baker
GDC11_DX11inBF3: Johan Andersson
HighPerformancePostProcessing: Nathan Hoobler
DX11-Perf-Gems: Jon Jansen
PerfStudio2 – Wide: Gordon Selley, Peter Lohrmann
Programming for AMD’s Fusion: RICHARD HUDDY, JIN RAN
Tessellation_On_Any_Budget: John McDonald

2010

Conference Proceedings Publications

GDC 2010
D3D Day:
Multi-monitor Game Development: Thomas Fortier
Tessellation performance: Jon Story
DirectCompute Performance on DX11 Hardware: Nick Thibieroz
DX11 Tips and Tricks: Holger Grün
DiRT2 DirectX 11 Technology: Jon Story
OIT and GI using DX11 linked lists: Nick Thibieroz & Holger Grün

Non-AMD presentations:
Advanced Visual Effects with Direct3D (Simon Green)
Enrich Visual Details Using Direct3D 11 Tessellation (Tianyun Ni)
DX11 Effects in Metro 2033 (Ashutosh Rege, Oles Shishkovtsov)
Sponsored sessions:
Direct3D 11 Tessellation Tutorial: Bill Bilodeau

Tools presentation:
Optimizing and Debugging Graphics Applications with AMD’s GPU PerfStudio 2.2: (Raul Aguaviva, Gordon Selley, Seth Sowerby2009)

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. [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. [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. [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. [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. [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. [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. [PDF]
    • Gamefest 2008
      • Tatarchuk, N., 2008. Advanced Topics in GPU Tessellation: Algorithms and Lessons Learned. Gamefest 2008 Presentation. Seattle, WA. [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. [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.
        • 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 [PDF
        • Thibieroz, N. Ultimate Graphics Performance for DirectX 10 Hardware. AMD Sponsored session. GDC 2008. February 18-22, 2008, San Francisco, CA. [PDF]
        • Bilodeau, B., Lohrmann, P. Tessellation in a Low Poly World. AMD Sponsored Session. GDC 2008. February 18-22, 2008, San Francisco, CA.
        • Story, J., Grün, H. Harnessing the Power of Multiple GPUs. AMD Sponsored Session. GDC 2008. February 18-22, 2008, San Francisco, CA. [PDF]
      • GDC Mobile
        • Ribble M. 2008. Next-Gen Tile Based GPUs. Conference Session. GDC Mobile 2008. February 19, 2008, San Francisco, CA. [PDF]
    • 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

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.
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]
    • 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]
    • 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). [PDF] MeshSimpl BibTex
    • 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

Conference Course Notes

    • SIGGRAPH 2007
      • Advanced Real-Time Rendering in 3D Graphics and Games, Course 28 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

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 Video
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. [PDF]
        • 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. [PDF]
      • 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.
        • 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. Project web page [PDF]
        • 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.
        • 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.
        • 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.
        • 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.
        • Oat, C. Real-Time Wrinkles. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Movie 1 Movie 2
        • 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
        • 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
      • 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. [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. [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. [ 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. [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. [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. [Course Notes, Chapter 8]

Conference Sketches

  • Nehab, D., Sander, P. V., Isidoro, J. R. 2006. The Real-Time Reprojection Cache. ACM SIGGRAPH sketch, PDF]
  • Peercy, M., Segal, M., Gerstmann, D. 2006. A Performance-Oriented Data Parallel Virtual Machine for GPUs. ACM SIGGRAPH Sketch. 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)
  • Tatarchuk, N. 2006. Dynamic Parallax Occlusion Mapping with Soft Shadows. ShaderX5: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media (1st edition)
  • Oat, C. 2006. Irradiance Volumes for Real-Time Rendering. ShaderX5: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media (1st edition)
  • 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)
  • 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)
  • 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)
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.
    • 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]
  • 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
  • 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.

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]
  • Tatarchuk, N. 2005. Practical Dynamic Parallax Occlusion Mapping. In Proceedings of ACM SIGGRAPH 2005 Sketches. Technical Sketch. POM Sketch BibTex [PDF] [Slides]
  • 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
    • 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
      • 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.