Information about ATI hardware features.

Technology Papers

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
  • 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

Develop Brighton – AMD Technical day (guest Microsoft) Presentations

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 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

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

SIGGRAPH 2004

2004 Eurographics Conference on Graphics Hardware

GDC 2004

KRI 2004 (in Russian)

Mojo Reloaded

NetSeminar

2003