Technology Papers
Presentations
- 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
- 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
- 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
- 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
- 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. 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
- 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
Develop Brighton – AMD Technical day (guest Microsoft)
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
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]
- 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]
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)
Russian Game Developer Conference – KRI 2006 (in Russian)
GDC 2006
I3D 2006
EG2005 Conference
GDC-E 2005
SIGGRAPH 2005
GDC 2005
- OpenGL Tutorial Day Presentations
- Advanced Visual Effects with Direct3D
- ATI Sponsored Sessions
SIGGRAPH 2004
2004 Eurographics Conference on Graphics Hardware
GDC 2004
KRI 2004 (in Russian)
NetSeminar December 2003
- Advanced visual effects with DirectX® 9 and ATI
NetSeminar November 2003
Mojo Reloaded
GDCE 2003
EuroGraphics 2003
NetSeminar
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