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Home > Resources > Documentation & Articles > Conference Presentations > GPU Technology Papers

GPU Technology Papers

Here you will find the latest information about ATI hardware features.

  • Download the Radeon SDK

Technology Papers

  • Implementing A Fixed Function Shader in HLSL – Technology Paper
  • Normal Map Compression
  • Introduction to the DirectX® 9 High Level Shading Language – From ShaderX2
  • Performance Optimization Techniques for ATI Graphics Hardware with DirectX®9.0
  • Rendering Outdoor Light Scattering in Real Time

Presentations

CGO 2008
  • Rubin, N., 2008. “Issues and Challenges in Compiling for Graphics Processors” (keynote talk). International Symposium on Code Generation and Optimization (CGO), Boston, Ma. Slides Video
GDC 2008
  • Ribble M. 2008. Next-Gen Tile Based GPUs. Conference Session. GDC Mobile 2008. February 19, 2008, San Francisco, CA. Slides
  • Tatarchuk, N. 2008. Future-Proof Games with Real-Time Tessellation. Conference Session. Advanced Direct3D Tutorial Day, Game Developer’s Conference, February 18, 2008, San Francisco, CA. Slides
  • Vlachos, A. (Valve) Post Processing in The Orange Box. Conference Session. Advanced Direct3D Tutorial Day, Game Developer’s Conference, February 18, 2008, San Francisco, CA. Slides
  • Jon Story & Holger Grün. Harnessing the Power of Multiple GPUs. GDC08 Slides
  • Jon Story, Holger Grün & Ignacio Llamas (NVIDIA). Harnessing the Power of Multiple GPUs. GDC08 AD3D Slides
  • Richard Huddy. DirectX10.1 “DirectX 10 and then some…”: Slides
  • Bill Bilodeau & Peter Lohrmann. Tessellation in a Low Poly World: Slides
  • Nicolas Thibieroz. Ultimate Graphics Performance for DirectX 10 Hardware: Slides
  • Jonathan Zarge & Dan Ginsburg. The Ultimate Developers Toolkit: Slides
ACM Symposium on Interactive 3D Graphics and Games (I3D 2008)
  • Tatarchuk, N. Tomorrow’s Rendering Today: High Quality Interactive Rendering with Real-Time Tessellation on GPU. Invited industry talk. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D’08). March, 2008. Redwood City, CA Slides
Eurographics 2007
  • Tatarchuk, N. 2007. Topics in Tessellation for High Quality Real-Time Rendering in Computer Graphics. Eurographics Game Industry Presentations Track: New Technologies and Solutions session. Eurographics, Prague, Czech Republic, September 2007.Slides
ACM Siggraph 2007
  • Course 24: GPGPU: General-Purpose Computation on Graphics Hardware
    • Hensley, J. Close to the Metal. Course 24 – GPGPU: General-Purpose Computation on Graphics Hardware. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
    • Hensley, J. and Yang, J. Tuning GPGPU Applications for Performance. Course 24 – GPGPU: General-Purpose Computation on Graphics Hardware. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
  • Course 28: Advanced Real-Time Rendering in 3D Graphics and Games
    • Advanced Real-Time Rendering in 3D Graphics and Games, Course 28 Full course notes PDF
    • 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
    • Tatarchuk, N. Course Introduction. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
    • Drone, S. Real-Time Particle System on the GPU in Dynamic Environments. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
    • Galoppo, N. Dynamic Deformation Textures. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
    • Green, C. Surface Detail Maps with Soft Self-Shadowing. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
    • Green, C. Simple, Fast Vector Texture Maps on GPU. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
    • Tatarchuk, N. Real-Time Tessellation on GPU. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
      • Movie: Morph Animation with Tessellation
      • Movie: Terrain tessellation
      • Movie: Character rendering with tessellation
    • 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
      • Movie 1
      • Movie 2
      • Movie 3
      • Movie 4
    • Andersson, J. Terrain Rendering in Frostbite using Procedural Shader Splatting Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
    • Oat, C. Real-Time Wrinkles. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
    • Mittring, M. Finding Next Gen CryEngine2. Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH, San Diego, CA. August 2007. Slides
    • Sander, P. V., Nehab, D., Barczak, J. Fast Triangle Reordering for Vertex Locality and Reduced Overdraw. In proceedings of ACM Transactions on Graphics – SIGGRAPH 2007, San Diego, California, July 2007, Volume 26, Issue 3, Article 89. August 2007. Tootle2_BibTex [PDF] [Slides]
    • Hensley, J., Isidoro, J., Preetham, A. J. Combining computer vision and physics simulations using GPGPU. SIGGRAPH 2007 Sketch, SESSION: Looking good, Article No. 79, August 2007. DepthExtraction_BibTex [PDF] [Slides]
  • Technical talks
    • Wiley, A. and Scheuermann, T. The Art and Technology of Whiteout. AMD Technical Talk, ACM SIGGRAPH, San Diego, CA. August 2007. Slides
    • 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]

GCDC 2007 Leipzig

Presentations

  • AMD GPU Tools for games development
  • Harnessing the Power of DirectX 10

Develop Brighton – AMD Technical day (guest Microsoft)

  • Presentations
    • Develop Introduction
    • AMD CPU Roadmap
    • Multi-Core Coding for Games & Phenom™ Software Optimization
    • ATI Radeon™ HD 2000 Series Technology Overview
    • Harnessing the Power of DX10
    • AMD GPU Tools for Games

GDC 2007

  • Presentations
    • 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

I3D 2007

  • 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 2007 Reprojection BibTex [PDF] [Movie] [Slides]
    • Sander, P. V., Nehab, D., Barczak, J. Fast Triangle Reordering for Vertex Locality and Reduced Overdraw. In proceedings of ACM Transactions on Graphics – SIGGRAPH 2007, San Diego, California, July 2007, Volume 26, Issue 3, Article 89. August 2007. Tootle2_ BibTex [PDF] [Slides]
    • DeCoro, C., Tatarchuk, N. Real-time Mesh Simplification Using the GPU. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D ’07). MeshSimpl BibTex [PDF] [Project Page (Princeton)]
    • Oat, C., Sander, P. V. 2007. Ambient Aperture Lighting. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D ’07). AmbAperture BibTex PDF
    • Scheuermann, T., Hensley, J. 2007. Efficient Histogram Generation Using Scattering on GPUs. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D ’07). GPU Histogram BibTex PDF
  • Conference Course Notes
    • NOTE that updated course notes with more material will be posted on this webpage shortly, please check back in two weeks
  • Conference Sketches
    • Hensley, J., Isidoro, J., Preetham, A. J. Combining computer vision and physics simulations using GPGPU. SIGGRAPH 2007 Sketch, SESSION: Looking good, Article No. 79, August 2007.
      DepthExtraction BibTex [PDF] [Slides]
  • Conference Posters
    • Dachsbacher, C., Tatarchuk, N. Prism Parallax Occlusion Mapping with Accurate Silhouette Generation. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D ’07) as poster. PrismPOM BibTex [PDF] [Video]

Sweden Technical Day

  • Welcome ATI Technical Day
  • Preparing Games for Windows Vista
  • Clever Shader Tricks
  • AMD Designing for N cores
  • HavokFX – Next Gen Physics on ATI GPUs
  • Introduction to D3D10
  • Graphics Performance
  • Profiling and Debugging with PIX
  • AMD Technology and Software

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 [Course Notes, Introduction]
  • 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 [Course Notes, Chapter 1 and 2]
  • 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 [Course Notes, Chapter 4]
  • 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 [Course Notes, Chapter 9]
  • 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 [Course Notes, Chapter 5]
  • 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. [Course Notes, Chapter 7]
    • Video: Constant Albedo versus Ambient Cube Albedo
    • Video: Alyx Phong Close-up
    • Video: Alyx Sun Rim Light
    • Video: Constant versus Ambient Cube
    • Video: Specular wall
  • 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 [Course Notes, Chapter 5]
  • Oat, C. Ambient Aperture Lighting. Course 26: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA. August 2006. Slides [Course Notes, Chapter 8]
  • 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 [Course Notes, Chapter 6]

    • Video: GDC 2006 Video
    • Video: CryEngine2 Day and Night Cycle
    • Video: CryEngine2 River Sequence
    • Video: CryEngine2 Soft Particles
    • Video: CryEngine2 Volumetric Lightning

Academia

  • Tatarchuk, N. 2006. Graphics Research at ATI. Graphics Hardware Day, CSAIL, MIT, Cambridge, MA. July 2006

Develop Brighton – ATI Technical day plus special guests (Intel and Microsoft)

  • DirectX 10 for Techies
  • Clever Shader Tricks
  • Intel’s new Core™ Microarchitecture
  • Profiling Threaded Games
  • Coding for Multiple Cores
  • Graphics Performance
  • Practical examples of multi-threading in games
  • Microsoft Get Ready for Direct3D 10
  • Microsoft Getting Ready for Windows Vista

Russian Game Developer Conference – KRI 2006 (in Russian)

  • The future of OpenGL
  • OpenGL Performance Tuning
  • Render-to-Vertex Buffer Approaches
  • Practical Parallax Occlusion Mapping For Highly Detailed Surface Rendering
  • Artist-Directable Real-Time Rain Rendering in City Environments
  • The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI Demo Team. Part II: ToyShop Revealed
  • DirectX9 optimization for the Radeon X1000 series
  • ATI SDK and Tools
  • How to Work on Next Gen Effects Now: Bridging DX10 and DX9
  • HDR on Radeon X1000 series

GDC 2006

  • Advanced D3D Tutorial Day – Optimizing DirectX9 Graphics
  • Advanced D3D Tutorial Day – How to Work on Next Gen Effects Now: Bridging DX10 and DX9
  • Advanced D3D Tutorial Day – Artist-Directable Real Real-Time Rain Rendering in Time Rain Rendering in City Environments
  • ATI Session – The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part I: Parthenon
  • ATI Session – Efficient Shader Tricks
  • ATI Session – The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part III: The Galaxies
  • ATI Session – The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part II: ToyShop Revealed
  • ATI Session – Squeezing Performance out of your Game with ATI Developer Performance Tools and Optimization Techniques
  • GLES Tutorial Day – Advanced Rendering Techniques with OpenGL ES 1.1+
  • GLES Tutorial Day – OpenGL ES 1.1+ and ES 2.0
  • OpenGL Tutorial Day – Advanced Visual Effects with Advanced Visual Effects with OpenGL OpenGL
  • Practical Parallax Occlusion Mapping For Highly Detailed Mapping
  • Isidoro, J. R. Shadow Mapping: GPU-based Tips and Techniques. Conference Session. GDC 2006. March 2006, San Jose, CA.slides
  • GDCMobile2006 – Change to OpenGL ES 2.0: Shaders Go Mobile

I3D 2006

  • Triangle Order Optimization for Efficient Graphics Hardware Computation Culling
  • Dynamic Parallax Occlusion Dynamic Parallax Occlusion Mapping with Approximate Mapping with Approximate Soft Shadows Soft Shadows

EG2005 Conference

  • Xenos: XBOX360 GPU

GDC-E 2005

  • Richer Worlds for Next Gen Games
  • Irradiance Volumes for Games

SIGGRAPH 2005

  • Chapter 10: Computation Culling with Explicit Early-Z and Dynamic Flow Control
  • Introduction to the DirectX9 High Level Shading Language
  • Filtering Cubemaps:Angular Extent Filtering and Edge Seam Fixup Methods
  • Interactive Summed-Area Table: Generation for Glossy Environmental Reflections
  • Explicit Early-Z Culling and Dynamic Flow Control on Graphics Hardware
  • DirectX® 9 High Level Shading Language
  • Practical Dynamic Parallax Occlusion Mapping
  • GPU Shading and Rendering, Shading Compilers Notes
  • GPU Shading and Rendering, Shading Compilers Slides

GDC 2005

  • OpenGL Tutorial Day Presentations
    • OpenGL Performance Tuning
    • OpenGL Shading Language
  • Advanced Visual Effects with Direct3D
    • 3.0 Shaders
    • Optimization
    • Advances in Real-Time Skin Rendering
    • Making Pretty Pictures with Direct3D, by Alex Evans of Lionhead Studios
    • Far Cry and DirectX, by Carsten Wenzel of Crytek
  • ATI Sponsored Sessions
    • Bringing Hollywood to Real-Time
    • CubeMapGen
    • Cubemap Filtering with CubeMapGen
    • Dynamic Image-Space Per-Pixel Displacement Mapping with Silhouette Antialiasing via Parallax Occlusion Mapping
    • Irradiance Volumes for Games
    • Optimizing for DirectX Graphics
    • RenderMonkey 1.6
    • Ruby: Dangerous Curves Effects
    • Summed-Area Tables And Their Application to Dynamic Glossy Environment Reflections

SIGGRAPH 2004

  • ASHLI – Multipass for Lower Precision Targets
  • Real-Time Skin Rendering on Graphics Hardware
    • Movie , Slides
  • Practical Real-Time Hair Rendering and Shading
    • Movie , Slides
  • RenderMonkey: An Effective Environment for Shader Prototyping and Development
    • Movie , Slides
  • Making of Ruby: The DoubleCross
  • Real-Time Shading Course
    • Explicit Use of Early-Z Notes , Slides
    • HLSL Notes , Slides

2004 Eurographics Conference on Graphics Hardware

  • UberFlow: A GPU-Based Particle Engine
    • Movie

GDC 2004

  • OpenGL Tutorial Day presentations
    • The OpenGL Shading Language
    • OpenGL Performance Tuning
    • OpenGL ARB Superbuffers
  • RenderMonkey sponsored session presentations
    • Custom Component Development with the RenderMonkey SDK
    • New RenderMonkey features for DirectX and OpenGL Shader Development
  • Adding Spherical Harmonic Lighting to the Sushi Engine
  • Procedural Shaders: A Feature Animation Perspective
  • Advanced Visual Effects with Direct3D
    • Shader models
    • Optimization
    • Deferred Shading by Shawn Hargreaves, Climax
    • Optimizing Star Wars: Galaxies by Jeff Grills, Sony Online Entertainment
    • Real Time Skin Rendering
    • Half-Life 2 / Source Shading by Gary McTaggart, Valve Software
  • ATI Sponsored Sessions
    • Save the Nanosecond! PC Graphics Performance for the next 3 years
    • Volumetric Light Shaft Rendering
    • Real Time Skin Rendering
    • Hair Rendering and Shading
    • Advanced Depth of Field
    • Drawing a Diamond

KRI 2004 (in Russian)

  • Introduction to GLSL
  • Graphics Effects

NetSeminar December 2003

  • Advanced visual effects with DirectX® 9 and ATI

NetSeminar November 2003

  • RenderMonkey

Mojo Reloaded

  • Real-Time 3D Scene Post-Processing
  • The Dark Secrets of Shader Development

GDCE 2003

  • Designing a Portable Shader Library for Current and Future API’s
  • Real-Time 3D Scene Post-processing
  • Efficient High-Level Shader Development

EuroGraphics 2003

  • ASHLI Viewer Poster – Eurographics 2003
  • ASHLI Viewer Notes – Eurographics 2003

NetSeminar

  • High Level Shading with DirectX® 9 on Radeon 9700- Net Seminar

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