Game Developers Conference was good this year! More & better in-depth technical talks then last year and was a major event for us at DICE as we did a big showing of BF3 to the press and had 5 talks about Battlefield 3 and Frostbite 2 topics at the conference.
All the slides from the presentations are now up on http://publications.dice.se as PowerPoint, PDF and (in some cases) Keynote files. Many of them include speaker notes but if you are only interested in quickly glossing over them the below embedded slideshares can be good.
If you have any feedback or questions about any of the topics feel free to add a comment, send a mail or a tweet to @repi (me), @ChristinaCoffin, @Daniel_Collin or @ZigguratVertigo (Colin Barre-Brisebois)!
Thursday, March 10, 2011
Sunday, August 1, 2010
5 Challenges Feedback

Thanks again to everyone that contributed feedback to my 5 Challenges in Interactive Rendering talk in the Beyond Programmable Shading course! Had a lot of fun discussions and pretty much all of the feedback fit nicely into the selected challenges and topics.
Feels great that we as an industry are not completely trying to go in different directions and actually seem to care the most about many of the same topics. If you don't agree, please leave a comment :)
Will follow up with some of you that sent long detailed emails of your inner wishes & secrets next week now that I'm back from Siggraph.
Here is a list of everyone (I hope!) that directly gave feedback on what the challenges should be or topics of interests, thanks! This is a great list of people to follow on twitter as well.
Christina Coffin (@christinacoffin)
Colin Barré-Brisebois (@ZigguratVertigo)
Daniel Collin (@daniel_collin)
Flavius Alecu (@flawe)
Sander van Rossen (@logicalerror)
Rob Jones (@bobvodka)
Steven Tovey (@nonchaotic)
Colin Riley (@domipheus)
Joe Tidmarsh (@mrjovis)
Stephen Hill (@self_shadow)
Federico Bianco Prevot (@nocturndragon)
Stefan Boberg (@bionicbeagle)
Noel Llopis (@snappytouch)
Björn Knafla (@bjoernknafla)
Andrew Richards (@codeandrew)
Juan Manuel Alvarez (@the_naicigam)
David Luebke (@davedotluebke)
Jonathan Ragan-Kelley (@jrk)
Pat Wilson (@pat_wilson)
Rachel Blum (@groby)
Brian Karis (@briankaris)
Matt Collins (@matt_c_)
Sam Martin (@palgorithm)
Aaron Lefohn
Andrew Lauritzen
Luca Fascione
Steve Anichini
Simon Taylor
Matt Swoboda
Cody Ritchie
Mattias Kylen
Oscar Carlén
Oh and if you still have thoughts about what the 5 major challenges are and/or didn't have time to discuss it before, please do send a tweet (@repi), post a comment or send an email. Always interesting to discuss & hear people's thoughts and ideas on the topic!
See you, if not sooner, at GDC 2011 (San Francisco) and SIGGRAPH 2011 (Vancouver).
SIGGRAPH 2010 talks by DICE
SIGGRAPH 2010 in Los Angeles was great! Lots of good real-time talks & research this year as well as a huge amount of old friends & new people to meet up with and talk to.
Many of the courses now also have course sites set up for them now the material for the talks can be found, highly recommended reading:
We had a big presence at SIGGRAPH this year and all the DICE talks, except for the Mirror's Edge one, can now be found on both publications.dice.se (including the .ppt files for them) as well as embedded in this post.
Hope to upload the Mirror's Edge talk by Henrik Halén from the Stylized Rendering in Games course later on, we need to sort out some permissions for that one first.
Here are the slides for 5 of the 6 DICE talks at SIGGRAPH 2010 embedded:
Many of the courses now also have course sites set up for them now the material for the talks can be found, highly recommended reading:
- Advances in Real-time Rendering
- Beyond Programmable Shading ("my" course)
- Physically Based Shading Models in Film and Game Production
- Stylized Rendering in Games
We had a big presence at SIGGRAPH this year and all the DICE talks, except for the Mirror's Edge one, can now be found on both publications.dice.se (including the .ppt files for them) as well as embedded in this post.
Hope to upload the Mirror's Edge talk by Henrik Halén from the Stylized Rendering in Games course later on, we need to sort out some permissions for that one first.
Here are the slides for 5 of the 6 DICE talks at SIGGRAPH 2010 embedded:
Labels:
conference,
siggraph
Monday, July 5, 2010
DICE talk schedule for Siggraph'10
We have a record amount of DICE-related talks at Siggraph this year, 6 of them to be precise!

Stylized Rendering in Games course (Monday, 26 July):
Advanced Techniques in Real-Time Hair Rendering and Simulation course (Wednesday, 28 July):
Beyond Programmable Shading course (Thursday, 29 July):
The slides & material for these presentations will be posted directly after Siggraph ends on http://publications.dice.se as well as on this blog.
We'll have a contingent of 4-5 DICE people at Siggraph + hopefully some EA friends, send me a tweet (@repi) or a mail (repi at dice.se) if you want to meet up for some interesting technical discussions and food/beer!

Stylized Rendering in Games course (Monday, 26 July):
- Cartoon 3D for Battlefield Heroes - Henrik Halén
- Style and Gameplay in Mirror's Edge - Henrik Halén
Advanced Techniques in Real-Time Hair Rendering and Simulation course (Wednesday, 28 July):
- Destruction Masking in Frostbite 2 using Volume Distance Fields - Robert Kihl
- A Real Time Radiosity Architecture for Video Games - Per Einarsson
Beyond Programmable Shading course (Thursday, 29 July):
- 5 Major Challenges in Interactive Rendering - Johan Andersson
- Bending the Graphics Pipeline - Johan Andersson
The slides & material for these presentations will be posted directly after Siggraph ends on http://publications.dice.se as well as on this blog.
We'll have a contingent of 4-5 DICE people at Siggraph + hopefully some EA friends, send me a tweet (@repi) or a mail (repi at dice.se) if you want to meet up for some interesting technical discussions and food/beer!
Monday, June 28, 2010
Gathering feedback: 5 Major Challenges in Interactive Rendering
One of the talks I'm doing for the Beyond Programmable Shading course at Siggraph 2010 is about 5 Major Challenges in Interactive Rendering. And to be able to give good examples of major challenges we have going forward for the next 5 or even 10 years, I thought it could be a good idea to gather some feedback & content from the internets.
In other words, I'm lazy and crowdsourcing parts of the presentation :)
Getting broad feedback would be very useful to get a better understanding of how we as an industry would like to go forward and what problems & challenges are the most important to solve first.
If you are a game developer or working with interactive rendering in any other field, I would very much appreciate any feedback you have on the topic and specific challenges you would like to solve in the next 5-10 years and why those challenges are important for you, and I'll try to include that in the talk.
If you also have ideas of how it should be solved or pictures/movies that clearly demonstrate what you would like to achieve - that would be even better!
The challenges can be anything from rather small things such as the lack of a programmable blending stage that makes rendering decals together with Deferred Shading more difficult, expensive and awkward.
Or things like the major challenge of doing full-scene dynamic glossy reflections in arbitrary environments which can't be done accurately & generally today at all and where different types of raytracing may or may not be the way forward in the long term (with their own set of issues and problems of course).

Feedback about challenges is also not limited to only 'rendering features' per say, for example another key challenge is to develop great programming models for these massive data-parallel machines to empower developers broadly & utilize future hardware efficiently.
If you have any feedback - please either post in the comments here, tweet to me at @repi or mail comments/feedback/examples to me at repi (at) dice.se.
Thanks!
In other words, I'm lazy and crowdsourcing parts of the presentation :)
Getting broad feedback would be very useful to get a better understanding of how we as an industry would like to go forward and what problems & challenges are the most important to solve first.
If you are a game developer or working with interactive rendering in any other field, I would very much appreciate any feedback you have on the topic and specific challenges you would like to solve in the next 5-10 years and why those challenges are important for you, and I'll try to include that in the talk.
If you also have ideas of how it should be solved or pictures/movies that clearly demonstrate what you would like to achieve - that would be even better!
The challenges can be anything from rather small things such as the lack of a programmable blending stage that makes rendering decals together with Deferred Shading more difficult, expensive and awkward.
Or things like the major challenge of doing full-scene dynamic glossy reflections in arbitrary environments which can't be done accurately & generally today at all and where different types of raytracing may or may not be the way forward in the long term (with their own set of issues and problems of course).

Feedback about challenges is also not limited to only 'rendering features' per say, for example another key challenge is to develop great programming models for these massive data-parallel machines to empower developers broadly & utilize future hardware efficiently.
If you have any feedback - please either post in the comments here, tweet to me at @repi or mail comments/feedback/examples to me at repi (at) dice.se.
Thanks!
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