tag:blogger.com,1999:blog-57995722024-03-07T23:52:10.275+01:00repilogueRamblings about game development, the games industry and rendering by a developer.repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.comBlogger46125tag:blogger.com,1999:blog-5799572.post-43303644202382430202012-07-20T21:57:00.000+02:002012-07-20T22:04:21.986+02:00Gathering feedback: 5 Major Challenges in Real-Time Rendering (2012)<div dir="ltr" style="text-align: left;" trbidi="on">
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<span style="border-collapse: separate; border-spacing: 0px; font-family: Tahoma; text-align: -webkit-auto;">For <a href="http://s2012.siggraph.org/">SIGGRAPH 2012</a> now soon in August I'll be doing a new talk about "5 Major Challenges in Real-Time Rendering" in the <a href="http://s2012.siggraph.org/attendees/sessions/100-94">Beyond Programmable Shading course</a>. 2 years ago I also did a talk on the same topic at SIGGRAPH 2010 so this will be an new version based on where we as an industry </span><span style="font-family: Tahoma; text-align: -webkit-auto;">are today and list important challenges to try and solve in the next 2-5 years, or even longer in some cases. </span></div>
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<span style="border-collapse: separate; border-spacing: 0px; font-family: Tahoma; text-align: -webkit-auto;">The original 2010 talk about the challenges I talked about then can be found on <a href="http://www.slideshare.net/DICEStudio/5-major-challenges-in-interactive-rendering?from=ss_embed">SlideShare</a> or as a <a href="http://publications.dice.se/attachments/Siggraph10-BPS-5_Major_Challenges.ppt">PowerPoint</a>.</span></div>
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<span style="border-collapse: separate; border-spacing: 0px; font-family: Tahoma; text-align: -webkit-auto;">For this new talk I want to do it a little bit differently and try and focus even more on the concrete big use cases, why they are important and what needs to be solved to achieve them. Hopefully this will be a good inspiration, motivation and prioritization for future research and development within the different areas of real-time rendering.</span></div>
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<span style="border-collapse: separate; border-spacing: 0px; font-family: Tahoma; text-align: -webkit-auto;">Just like last time, I would appreciate any feedback from fellow developers & researchers about what <i>you</i> think are the most important issues and use cases that you would like to see solved real-time rendering in the next 5+ years and why those use cases are important + if you have ideas on how to solve them. </span></div>
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<span style="border-collapse: separate; border-spacing: 0px; font-family: Tahoma; text-align: -webkit-auto;">G</span><span style="font-family: Tahoma; text-align: -webkit-auto;">athering broad feedback from people in the industry will be very useful to get a wide understanding of how we as an industry would like to go forward and what problems are the most important to solve. </span></div>
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<span style="border-collapse: separate; border-spacing: 0px; text-align: -webkit-auto;"><span style="font-family: Tahoma;"><span style="text-align: -webkit-auto;">If you have any feedback/comments/examples please do post it here and I'll try and include it. Can also message me on <a href="http://twitter.com/repi">twitter</a> (use <a href="https://twitter.com/#!/search/realtime/%23rend5">#rend5</a> hashtag), post in the <a href="https://plus.google.com/u/0/100748278458584858381/posts/eZMsHVBs2rC">Google+ thread</a> or mail me at repi (at) dice.se.</span></span></span></div>
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Thanks in advance for any feedback!</div>
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</div>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com3tag:blogger.com,1999:blog-5799572.post-396541652166374852011-07-29T00:11:00.000+02:002012-06-08T00:15:22.901+02:00Shiny PC Graphics in Battlefield 3I did a keynote presentation at GeforceLAN 6 out in Alameda, California, a few weeks ago about the graphics in the PC version of Battlefield 3 and how we have built up all the visuals with tons of individual components.<br /><br />The full one hour video of the talk can be found in Youtube in 5 parts:<br /><br /><iframe width="560" height="315" src="http://www.youtube.com/embed/KMaL6j7Ry6c" frameborder="0" allowfullscreen></iframe>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com0tag:blogger.com,1999:blog-5799572.post-46964784454722642642011-03-10T00:41:00.003+01:002011-03-10T02:17:11.664+01:00DICE at GDC'11<a href="http://gdconf.com">Game Developers Conference</a> 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<a href="http://www.destructoid.com/gdc-11-battlefield-3-is-easily-the-best-looking-fps-yet-195425.phtml"> showing of BF3 to the press</a> and had 5 talks about Battlefield 3 and Frostbite 2 topics at the conference.<br /><br />All the slides from the presentations are now up on <a href="http://publications.dice.se">http://publications.dice.se</a> 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.<br /><br />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 <a href="http://twitter.com/repi">@repi</a> (me), <a href="http://twitter.com/christinacoffin">@ChristinaCoffin</a>, <a href="http://twitter.com/daniel_collin">@Daniel_Collin</a> or <a href="http://twitter.com/zigguratVertigo">@ZigguratVertigo</a> (Colin Barre-Brisebois)!<br /><br /><div style="width:425px" id="__ss_7207663"> <strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/DICEStudio/directx-11-rendering-in-battlefield-3" title="DirectX 11 Rendering in Battlefield 3">DirectX 11 Rendering in Battlefield 3</a></strong> <object id="__sse7207663" width="425" height="355"> <param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gdc11dx11inbf3public-110309135907-phpapp02&rel=0&stripped_title=directx-11-rendering-in-battlefield-3&userName=DICEStudio" /> <param name="allowFullScreen" value="true"/> <param name="allowScriptAccess" value="always"/> <embed name="__sse7207663" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gdc11dx11inbf3public-110309135907-phpapp02&rel=0&stripped_title=directx-11-rendering-in-battlefield-3&userName=DICEStudio" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed> </object> </div><br /><div style="width:425px" id="__ss_7192306"> <strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/DICEStudio/spubased-deferred-shading-in-battlefield-3-for-playstation-3" title="SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3">SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3</a></strong> <object id="__sse7192306" width="425" height="355"> <param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=christinacoffinprogrammingspubaseddeferred-110308094937-phpapp01&stripped_title=spubased-deferred-shading-in-battlefield-3-for-playstation-3&userName=DICEStudio" /> <param name="allowFullScreen" value="true"/> <param name="allowScriptAccess" value="always"/> <embed name="__sse7192306" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=christinacoffinprogrammingspubaseddeferred-110308094937-phpapp01&stripped_title=spubased-deferred-shading-in-battlefield-3-for-playstation-3&userName=DICEStudio" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed> </object> </div><br /><div style="width:425px" id="__ss_7188632"> <strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/DICEStudio/culling-the-battlefield-data-oriented-design-in-practice" title="Culling the Battlefield: Data Oriented Design in Practice">Culling the Battlefield: Data Oriented Design in Practice</a></strong> <object id="__sse7188632" width="425" height="355"> <param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=cullingthebattlefield-110308044356-phpapp02&stripped_title=culling-the-battlefield-data-oriented-design-in-practice&userName=DICEStudio" /> <param name="allowFullScreen" value="true"/> <param name="allowScriptAccess" value="always"/> <embed name="__sse7188632" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=cullingthebattlefield-110308044356-phpapp02&stripped_title=culling-the-battlefield-data-oriented-design-in-practice&userName=DICEStudio" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed> </object> </div><br /><div style="width:425px" id="__ss_7210159"> <strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/DICEStudio/lighting-you-up-in-battlefield-3" title="Lighting you up in Battlefield 3">Lighting you up in Battlefield 3</a></strong> <object id="__sse7210159" width="425" height="355"> <param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=lightingyouupinbattlefield3pub-110309165439-phpapp01&stripped_title=lighting-you-up-in-battlefield-3&userName=DICEStudio" /> <param name="allowFullScreen" value="true"/> <param name="allowScriptAccess" value="always"/> <embed name="__sse7210159" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=lightingyouupinbattlefield3pub-110309165439-phpapp01&stripped_title=lighting-you-up-in-battlefield-3&userName=DICEStudio" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed> </object> </div><br /><div style="width:425px" id="__ss_7170855"> <strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/colinbb/colin-barrebrisebois-gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurfacescattering-look-7170855" title="Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Cheap and Convincing Subsurface-Scattering Look">Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Cheap and Convincing Subsurface-Scattering Look</a></strong> <object id="__sse7170855" width="425" height="355"> <param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=colinbarrebriseboisprogrammingapproximatingtranslucencykeynoteversion-110306185044-phpapp01&stripped_title=colin-barrebrisebois-gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurfacescattering-look-7170855&userName=colinbb" /> <param name="allowFullScreen" value="true"/> <param name="allowScriptAccess" value="always"/> <embed name="__sse7170855" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=colinbarrebriseboisprogrammingapproximatingtranslucencykeynoteversion-110306185044-phpapp01&stripped_title=colin-barrebrisebois-gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurfacescattering-look-7170855&userName=colinbb" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed> </object> </div>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com7tag:blogger.com,1999:blog-5799572.post-10409830389311888102010-08-01T21:40:00.005+02:002010-08-02T13:14:25.297+02:005 Challenges Feedback<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBa5T5f49KA4DDqMqPComg0k2zWlbkKh5KDNIv8d1jKr_l72ywJQ1JNDTjLe9VPvWE-yRfTO-GloVmZNVub-M7oguJBkhqLX9n7cQRqmrB1EOtgsyAGDDG4lw6NWV1Es3gvGg5-Q/s1600/thanks.png"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 224px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBa5T5f49KA4DDqMqPComg0k2zWlbkKh5KDNIv8d1jKr_l72ywJQ1JNDTjLe9VPvWE-yRfTO-GloVmZNVub-M7oguJBkhqLX9n7cQRqmrB1EOtgsyAGDDG4lw6NWV1Es3gvGg5-Q/s400/thanks.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5500524320946147442" /></a><br /><br />Thanks again to everyone that contributed feedback to my <span style="font-style:italic;">5 Challenges in Interactive Rendering</span> talk in the <a href="http://bps10.idav.ucdavis.edu/">Beyond Programmable Shading course</a>! Had a lot of fun discussions and pretty much all of the feedback fit nicely into the selected challenges and topics. <br /><br />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 :)<br /><br />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. <br /><br /><br />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.<br /><br />Christina Coffin (<a href=http://twitter.com/christinacoffin>@christinacoffin</a>)<br />Colin Barré-Brisebois (<a href=http://twitter.com/ZigguratVertigo>@ZigguratVertigo</a>)<br />Daniel Collin (<a href=http://twitter.com/daniel_collin>@daniel_collin</a>)<br />Flavius Alecu (<a href=http://twitter.com/flawe>@flawe</a>)<br />Sander van Rossen (<a href=http://twitter.com/logicalerror>@logicalerror</a>)<br />Rob Jones (<a href=http://twitter.com/bobvodka>@bobvodka</a>) <br />Steven Tovey (<a href=http://twitter.com/nonchaotic>@nonchaotic</a>)<br />Colin Riley (<a href=http://twitter.com/domipheus>@domipheus</a>)<br />Joe Tidmarsh (<a href=http://twitter.com/mrjovis>@mrjovis</a>)<br />Stephen Hill (<a href=http://twitter.com/self_shadow>@self_shadow</a>)<br />Federico Bianco Prevot (<a href=http://twitter.com/nocturndragon>@nocturndragon</a>)<br />Stefan Boberg (<a href=http://twitter.com/bionicbeagle>@bionicbeagle</a>)<br />Noel Llopis (<a href=http://twitter.com/snappytouch>@snappytouch</a>)<br />Björn Knafla (<a href=http://twitter.com/bjoernknafla>@bjoernknafla</a>)<br />Andrew Richards (<a href=http://twitter.com/codeandrew>@codeandrew</a>)<br />Juan Manuel Alvarez (<a href=http://twitter.com/the_naicigam>@the_naicigam</a>)<br />David Luebke (<a href=http://twitter.com/davedotluebke>@davedotluebke</a>)<br />Jonathan Ragan-Kelley (<a href=http://twitter.com/jrk>@jrk</a>)<br />Pat Wilson (<a href=http://twitter.com/pat_wilson>@pat_wilson</a>)<br />Rachel Blum (<a href=http://twitter.com/groby>@groby</a>)<br />Brian Karis (<a href=http://twitter.com/briankaris>@briankaris</a>)<br />Matt Collins (<a href=http://twitter.com/matt_c_>@matt_c_</a>)<br />Sam Martin (<a href=http://twitter.com/palgorithm>@palgorithm</a>)<br />Aaron Lefohn<br />Andrew Lauritzen<br />Luca Fascione<br />Steve Anichini<br />Simon Taylor<br />Matt Swoboda<br />Cody Ritchie<br />Mattias Kylen<br />Oscar Carlén<br /><br /><br />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 (<a href="http://repi.se">@repi</a>), post a comment or send an email. Always interesting to discuss & hear people's thoughts and ideas on the topic! <br /><br />See you, if not sooner, at <a href="http://gdconf.com/">GDC 2011</a> (San Francisco) and <a href="http://www.siggraph.org/s2011/">SIGGRAPH 2011</a> (Vancouver).repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com0tag:blogger.com,1999:blog-5799572.post-87922962687351052902010-08-01T19:58:00.006+02:002010-08-02T04:36:53.266+02:00SIGGRAPH 2010 talks by DICE<a href=http://www.siggraph.org/s2010/>SIGGRAPH 2010</a> 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.<br /><br />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:<br /><ul><li><a href="http://advances.realtimerendering.com/">Advances in Real-time Rendering</a></li><br /><li><a href="http://bps10.idav.ucdavis.edu/">Beyond Programmable Shading</a> ("my" course)</li><br /><li><a href="http://renderwonk.com/publications/s2010-shading-course/">Physically Based Shading Models in Film and Game Production</a></li><br /><li><a href=http://graphics.cs.williams.edu/courses/SRG10/>Stylized Rendering in Games</a></li><br /></ul><br /><br />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 <a href=http://publications.dice.se>publications.dice.se</a> (including the .ppt files for them) as well as embedded in this post. <br /><br />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.<br /><br />Here are the slides for 5 of the 6 DICE talks at SIGGRAPH 2010 embedded:<br /><br /><div style="width:425px" id="__ss_4883477"><strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/DICEStudio/5-major-challenges-in-interactive-rendering" title="5 Major Challenges in Interactive Rendering">5 Major Challenges in Interactive Rendering</a></strong><object id="__sse4883477" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=siggraph10-bps-5majorchallenges-100801124304-phpapp02&rel=0&stripped_title=5-major-challenges-in-interactive-rendering" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed name="__sse4883477" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=siggraph10-bps-5majorchallenges-100801124304-phpapp02&rel=0&stripped_title=5-major-challenges-in-interactive-rendering" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object></div><br /><br /><br /><div style="width:425px" id="__ss_4883479"><strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/DICEStudio/bending-the-graphics-pipeline" title="Bending the Graphics Pipeline">Bending the Graphics Pipeline</a></strong><object id="__sse4883479" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=siggraph10-bps-bendingthegraphicspipeline-100801124356-phpapp01&rel=0&stripped_title=bending-the-graphics-pipeline" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed name="__sse4883479" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=siggraph10-bps-bendingthegraphicspipeline-100801124356-phpapp01&rel=0&stripped_title=bending-the-graphics-pipeline" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object></div><br /><br /><div style="width:425px" id="__ss_4883521"><strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/DICEStudio/siggraph10-arrdestruction-maskinginfrostbite2" title="Destruction Masking in Frostbite 2 using Volume Distance Fields">Destruction Masking in Frostbite 2 using Volume Distance Fields</a></strong><object id="__sse4883521" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=siggraph10-arr-destructionmaskinginfrostbite2-100801125744-phpapp01&rel=0&stripped_title=siggraph10-arrdestruction-maskinginfrostbite2" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed name="__sse4883521" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=siggraph10-arr-destructionmaskinginfrostbite2-100801125744-phpapp01&rel=0&stripped_title=siggraph10-arrdestruction-maskinginfrostbite2" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object></div><br /><br /><br /><br /><div style="width:425px" id="__ss_4883523"><strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/DICEStudio/siggraph10-arrrealtime-radiosityarchitecture" title="A Real-time Radiosity Architecture">A Real-time Radiosity Architecture</a></strong><object id="__sse4883523" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=siggraph10-arr-realtimeradiosityarchitecture-100801125825-phpapp01&rel=0&stripped_title=siggraph10-arrrealtime-radiosityarchitecture" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed name="__sse4883523" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=siggraph10-arr-realtimeradiosityarchitecture-100801125825-phpapp01&rel=0&stripped_title=siggraph10-arrrealtime-radiosityarchitecture" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object></div><br /><br /><div style="width:425px" id="__ss_4883526"><strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/DICEStudio/siggraph10-stylized-renderingbattlefieldheroes" title="Stylized Rendering in Battlefield Heroes">Stylized Rendering in Battlefield Heroes</a></strong><object id="__sse4883526" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=siggraph10-stylizedrendering-battlefieldheroes-100801125939-phpapp01&rel=0&stripped_title=siggraph10-stylized-renderingbattlefieldheroes" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed name="__sse4883526" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=siggraph10-stylizedrendering-battlefieldheroes-100801125939-phpapp01&rel=0&stripped_title=siggraph10-stylized-renderingbattlefieldheroes" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object></div>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com2tag:blogger.com,1999:blog-5799572.post-83730974385932890392010-07-05T22:49:00.006+02:002010-07-08T22:00:33.483+02:00DICE talk schedule for Siggraph'10We have a record amount of DICE-related talks at <a href="http://www.siggraph.org/s2010/">Siggraph</a> this year, 6 of them to be precise!<br /><br /><a href="http://www.siggraph.org/s2010"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuR0zICf2T9X7EhGHZhN-8S4lv8MlbQ-IwuuyHRNEq2lzyBqXbcPykiClCDZkdGVqcD2NFyeIXyVfuULRZnaoZZ9jLnSCHsgrmnM85uvJK5m0Bi9vwUhUCaz11e_OhyfqSLnVEfg/s1600/s2010_logo_lft.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 131px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuR0zICf2T9X7EhGHZhN-8S4lv8MlbQ-IwuuyHRNEq2lzyBqXbcPykiClCDZkdGVqcD2NFyeIXyVfuULRZnaoZZ9jLnSCHsgrmnM85uvJK5m0Bi9vwUhUCaz11e_OhyfqSLnVEfg/s400/s2010_logo_lft.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5491627486259734658" /></a><br /></a><br /><span style="font-weight:bold;">Stylized Rendering in Games course</span> (Monday, 26 July): <br /><ul><li>Cartoon 3D for Battlefield Heroes - Henrik Halén</li><br /><li>Style and Gameplay in Mirror's Edge - Henrik Halén</li></ul><br /><span style="font-weight:bold;">Advanced Techniques in Real-Time Hair Rendering and Simulation course</span> (Wednesday, 28 July):<br /><ul><li>Destruction Masking in Frostbite 2 using Volume Distance Fields - Robert Kihl</li><br /><li>A Real Time Radiosity Architecture for Video Games - Per Einarsson</li></ul><br /><span style="font-weight:bold;">Beyond Programmable Shading course</span> (Thursday, 29 July):<br /><ul><li>5 Major Challenges in Interactive Rendering - Johan Andersson</li><br /><li>Bending the Graphics Pipeline - Johan Andersson</li></ul><br />The slides & material for these presentations will be posted directly after Siggraph ends on <a href="http://publications.dice.se">http://publications.dice.se</a> as well as on this blog.<br /><br /><br />We'll have a contingent of 4-5 DICE people at Siggraph + hopefully some EA friends, send me a tweet (<a href="http://twitter.com/repi">@repi</a>) or a mail (repi at dice.se) if you want to meet up for some interesting technical discussions and food/beer!repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com0tag:blogger.com,1999:blog-5799572.post-83743425656076977192010-06-28T10:20:00.005+02:002010-06-28T13:22:03.703+02:00Gathering feedback: 5 Major Challenges in Interactive RenderingOne of the talks I'm doing for the <span style="font-style:italic;">Beyond Programmable Shading</span> course at <a href="http://www.siggraph.org/s2010/">Siggraph 2010</a> is about <span style="font-style:italic;">5 Major Challenges in Interactive Rendering</span>. 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.<br /><br />In other words, I'm lazy and crowdsourcing parts of the presentation :)<br /><br />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.<br /><br />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.<br /><br />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!<br /><br />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.<br /><br />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).<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizhz-ErW-sEpV2xjavsxW6LTK-x-vT7U91GsGgfszQzckrr5NJ1LKCbpciSZqwcOu1bh9R4AXBsSc4lvBWh1GX1Ig615czfl_5_4EVa6fXgAcdkmMB90bArordl7t1iYADRm3hoQ/s1600/ME_concept_reflections.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 231px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizhz-ErW-sEpV2xjavsxW6LTK-x-vT7U91GsGgfszQzckrr5NJ1LKCbpciSZqwcOu1bh9R4AXBsSc4lvBWh1GX1Ig615czfl_5_4EVa6fXgAcdkmMB90bArordl7t1iYADRm3hoQ/s400/ME_concept_reflections.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5487754623125110082" /></a><br /><br />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.<br /><br />If you have any feedback - please either post in the comments here, tweet to me at <a href="http://twitter.com/repi">@repi</a> or mail comments/feedback/examples to me at repi (at) dice.se.<br /><br />Thanks!repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com10tag:blogger.com,1999:blog-5799572.post-55530527796506879592010-05-28T21:43:00.007+02:002010-05-28T23:53:08.357+02:00STHLM Game Developer Forum talkI held a talk at the new <a href="https://docs.google.com/fileview?id=0BzofjNMoyIr2OTMyM2Y4NDUtZDZhMS00OWU2LWI0M2QtMDQ5MzQ1ZmRiNmYy&hl=en"> Stockholm Game Developer Forum</a> mini-conference yesterday, did an updated version of my "Parallel Futures of a Game Engine" (v2.0). <br /><br />Quite a lot have happened within 6 months since the first version of the talk; such as us having released Battlefield: Bad Company 2 with <a href="http://www.shacknews.com/onearticle.x/63744">great success</a> (5 million copies sold!), Intel <a href="http://www.anandtech.com/show/3738/intel-kills-larrabee-gpu-will-not-bring-a-discrete-graphics-product-to-market">killed Larrabee as a discrete GPU</a>, AMD released more <a href="http://sites.amd.com/us/fusion/APU/Pages/fusion.aspx">details of Fusion</a> as well as interesting work experiences that I myself & our team have had. For example: porting DX11 compute shader to pipelined SPU SoA vector intrinsics.<br /><br />So just had to update the presentation a bit and gear it towards the senior game developers in the audience instead of IHVs / platform providers that were the main audience in the first one.<br /><br /><div style="width:425px" id="__ss_4345460"><strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/repii/parallel-futures-of-a-game-engine-v20" title="Parallel Futures of a Game Engine (v2.0)">Parallel Futures of a Game Engine (v2.0)</a></strong><object id="__sse4345460" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=sthlm10parallelfuturesfinal-100528141456-phpapp02&rel=0&stripped_title=parallel-futures-of-a-game-engine-v20" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed name="__sse4345460" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=sthlm10parallelfuturesfinal-100528141456-phpapp02&rel=0&stripped_title=parallel-futures-of-a-game-engine-v20" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="padding:5px 0 12px">View more <a href="http://www.slideshare.net/">presentations</a> from <a href="http://www.slideshare.net/repii">repii</a>.</div></div><br />(.ppt version to download is available on <a href="http://publications.dice.se/publications.asp?show_category=yes&which_category=Engineering">http://publications.dice.se</a>)<br /><br />Thanks to The Royal Institute of Technology (KTH) here in Stockholm for hosting the new conference and to everyone helped organized it. Was a great show up of world class senior game programmers here around the Stockholm region and think this was the start for something big.<br /><br />See you next year!<br /><br /><br />BTW, don't miss <a href="http://twitter.com/niklasfrykholm">Niklas Frykholm's</a> (Bitsquid) slides from the same conference about <a href="http://bit.ly/cLdPLA">Practical Examples in Data Oriented Design</a>, very related and good stuff!repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com5tag:blogger.com,1999:blog-5799572.post-45739091883202148942010-02-19T13:53:00.005+01:002010-02-19T14:01:42.966+01:00Battlefield guest bloggingDid a guest blog post on our <span style="font-style:italic;">much</span> larger <a href="http://blogs.battlefield.ea.com/">Battlefield franchise blog</a> about the PC graphics features & workings of Battlefield Bad Company 2 that is in Beta and soon to be released.<br /><br /><a href="http://blogs.battlefield.ea.com/battlefield_bad_company/archive/2010/02/19/bad-company-2-pc-graphics-details.aspx">Bad Company 2 PC Graphics Details</a><br /><br />If you have any more hardcore tech questions or comments feel free to post them here on this blog instead of the BF blog.repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com15tag:blogger.com,1999:blog-5799572.post-61994762291470286132010-02-15T18:27:00.003+01:002010-02-17T19:18:16.028+01:00The collected knowledge of DICEWe have created a page on the <a href="http://www.dice.se">DICE homepage</a> as a central repository of all of our publications, i.e. public talks, presentations, thesis papers and so on. It is available here:<br /><br /><a href="http://publications.dice.se">http://publications.dice.se</a><br /><br />I will continue to post my own talks here on this blog as well, ideally with some more detailed supplemental information. But is good to finally have a place where we can put content from all other talented people at DICE and from more disciplines.<br /><br />Will tweet out and updates (@<a href="http://twitter.com/repi">repi</a>) and look into if it would make sense to add an RSS feed later.<br /><br /><span style="font-weight:bold;">Update:</span> An RSS feed is now available on the site: <a href="http://publications.dice.se/rss/rss.xml">http://publications.dice.se/rss/rss.xml</a>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com1tag:blogger.com,1999:blog-5799572.post-45545041912967191912009-11-16T19:50:00.005+01:002009-11-16T20:06:39.794+01:00AMD DX11 interview with yours truly<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://game.amd.com/us-en/content/images/play/gameassets/DICE/Frostbite%20AMD%20Banner%2002c.jpg"><img style="cursor:pointer; cursor:hand;width: 514px; height: 174px;" src="http://game.amd.com/us-en/content/images/play/gameassets/DICE/Frostbite%20AMD%20Banner%2002c.jpg" border="0" alt="" /></a><br />AMD did an interview with me about our work with Frostbite 2 and DirectX 11 which is <a href="http://blogs.amd.com/how-to/2009/11/16/11-days-of-directx%c2%ae-11-day-six-dice/">now available online</a> on the <a href=http://game.amd.com>AMD game website</a>.<br /><br />The interview became longer than we expected, so the full interview in an easier to read PDF format is also available <a href="http://game.amd.com/us-en/content/images/play/gameassets/DICE/DICE_11Days_Interview.pdf">here</a> (recommended version).<br /><br />AMD was also nice enough to put up a <a href=http://game.amd.com/us-en/play_info.aspx?p=0&id=57>small Frostbite info page</a>, nothing too fancy but good to have.repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com14tag:blogger.com,1999:blog-5799572.post-38305844249354445722009-11-11T21:15:00.006+01:002009-11-11T23:04:08.319+01:00"Parallel Futures of a Game Engine"I held one of the keynotes at the <span style="font-style:italic;">Intel Dynamic Execution Environment Symposium</span> today (what a lovely concise conference name!). It's an internal <a href="http://www.intel.com">Intel</a> conference but as I'm an external speaker, I'm able to make my slides public.<br /><br />I called my talk <span style="font-style:italic;">"Parallel Futures of a Game Engine"</span>:<br /><br /><blockquote>Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible.</blockquote><br /><br />It was a good and healthy process, while preparing this talk, to gather up both my own and our collective thoughts and experiences that we've had over the last few years. In order to try to build up and present a reasonably coherent vision and idea, which I think I succeeded with.<br /><br />The talk is a bit of collection of some old material together with some new thoughts and conclusions about parallel programming models. <br /><br />If you have any comments, ideas or further thoughts I would love to hear them! <br />Add a comment here, send me a mail or contact me on twitter (<a href="http://twitter.com/repi">@repi</a>)<br /><br /><div style="width:425px;text-align:left" id="__ss_2478448"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/repii/parallel-futures-of-a-game-engine-2478448" title="Parallel Futures of a Game Engine">Parallel Futures of a Game Engine</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=parallelfuturespublicflat-091111160041-phpapp02&rel=0&stripped_title=parallel-futures-of-a-game-engine-2478448" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=parallelfuturespublicflat-091111160041-phpapp02&rel=0&stripped_title=parallel-futures-of-a-game-engine-2478448" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/repii">repii</a>.</div></div>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com5tag:blogger.com,1999:blog-5799572.post-61962829096834178232009-08-14T13:03:00.005+02:002009-08-14T14:21:29.052+02:00Siggraph'09 - Parallel Graphics in FrostbiteThis slides for my Siggraph'09 talk <span style="font-style: italic;">"Parallel Graphics in Frostbite - Current & Future"</span> can be found together with the rest of our <a href="http://www.siggraph.org/s2009/sessions/courses/details/?type=course&id=8">Beyond Programmable Shading course</a> at this <a href="http://s09.idav.ucdavis.edu/">permanent course site</a>. Or embedded below:<br /><br /><div style="width: 425px; text-align: left;" id="__ss_1860503"><a style="margin: 12px 0pt 3px; font-family: Helvetica,Arial,Sans-serif; font-style: normal; font-variant: normal; font-weight: normal; font-size: 14px; line-height: normal; font-size-adjust: none; font-stretch: normal; display: block; text-decoration: underline;" href="http://www.slideshare.net/repii/parallel-graphics-in-frostbite-current-future-siggraph-2009-1860503" title="Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)">Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)</a><object style="margin: 0px;" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=04-jandersson-parallelfrostbite-siggraph09-090814061154-phpapp02&stripped_title=parallel-graphics-in-frostbite-current-future-siggraph-2009-1860503"><param name="allowFullScreen" value="true"><param name="allowScriptAccess" value="always"><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=04-jandersson-parallelfrostbite-siggraph09-090814061154-phpapp02&stripped_title=parallel-graphics-in-frostbite-current-future-siggraph-2009-1860503" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="font-size: 11px; font-family: tahoma,arial; height: 26px; padding-top: 2px;">View more <a style="text-decoration: underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration: underline;" href="http://www.slideshare.net/repii">repii</a>.</div></div><br /><br />Had a lot of material for this presentation that I wanted to talk about, but only 35 minutes to do it on, so crammed in a lot of text within the slides and talked it through in quite a quick pace. If anyone has any questions about the material I covered, please leave a comment or send me an email!<br /><br /><br />One request that I've gotten from a bunch of people already is to see a higher resolution version of our job graph picture, it is such a big graph that it isn't really possible to what the jobs are and do in a single fullscreen view. So I've uploaded the full 5400x5200 png image now, but understand that it might still not be very obvious of what the different jobs do or why the dependencies are setup the way they are as this is just an dot graph dump straight out of the engine (rendered using <a href="http://www.graphviz.org/">GraphViz</a>). <br />This specific job graph picture is also a bit old and a lot of jobs have rather weird non-ideal dependency structures which is something we are working on to improve.<br /><br />Here is the full resolution job graph picture:<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://s446.photobucket.com/albums/qq181/repi/?action=view&current=jobgraph_ps3b.png"><img style="cursor: pointer; width: 400px; height: 385px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-A79AXxKLjE2so-yTlrU8xAEaEEAsqMsM2rP4iiG_zoc9tKmM4kEShVg-1AOyqrcO8JME8mqbKKkAYkFKF-KHGSzA9GDaMHQ0WZRRhyphenhyphenHEQXKXjthRqYvNzlwsIivMWIydW3ROaA/s400/jobgraph_ps3b.png" alt="" id="BLOGGER_PHOTO_ID_5369777504534769026" border="0" /></a><br />Hexagons = SPU-jobs.<br />Rounded boxes = PPU-jobs.<br />Dotted circles = group jobs that don't execute anything, only synchronize a group of jobs.<br /><br /><br />Oh and btw, this slide is still valid (for now):<br /><br /><a href=http://i446.photobucket.com/albums/qq181/repi/dicehiring.jpg><img src="http://i446.photobucket.com/albums/qq181/repi/dicehiring_small.jpg"></a>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com4tag:blogger.com,1999:blog-5799572.post-88941593449299327402009-07-27T17:35:00.002+02:002009-07-27T17:50:38.239+02:00TweetingI infrequently post on this blog nowadays, except for the occasional talk/presentation that I do.<br /><br />However, I do quite frequently ramble semi-random musings on Twitter which can be found on <a href="http://twitter.com/repi">twitter.com/repi</a>.<br /><br />Currently working on the slides for a talk in the <a href="http://www.siggraph.org/s2009/sessions/courses/details/?type=course&id=8">Beyond Programmable Shading course</a> at Siggraph'09 in New Orleans about parallel graphics (what an anti-oxymoron!) and some new experimental compute-shader-based rendering techniques in Frostbite. <br />The slides should be up online together with the rest of the course material on the day of the course (6 Aug, Thursday) and I'll upload them here as well, just might be followed up with some interesting discussions.<br /><br />I will also participate in a panel in the end of the <a href="http://www.siggraph.org/s2009/sessions/courses/details/?type=course&id=8">Beyond Programmable Shading course</a> lead by <a href="http://en.wikipedia.org/wiki/Kurt_Akeley">Kurt Akeley</a>, should be great fun!repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com0tag:blogger.com,1999:blog-5799572.post-90535510708781317192009-04-10T17:21:00.006+02:002009-04-14T19:57:59.415+02:00GDC'09: Your Game Needs Direct3D 11, So Get Started Now!As I <a href="http://repi.blogspot.com/2009/03/gdc09-shadows-decals-d3d10-techniques.html#links">mentioned</a>, I was invited by <a href="http://www.amd.com/">AMD</a> to their <a href="http://www.gdconf.com/">GDC'09</a> talk <span style="font-style: italic;"><a href="https://www.cmpevents.com/GD09/a.asp?option=C&V=11&SessID=9332">Your Game Needs Direct3D 11, So Get Started Now!</a></span> to share some of our thoughts, goals & details about Direct3D 11 and our port of Frostbite to D3D11.<br /><br />This was all quite very last minute and I wrote my slides while at GDC just the night before the talk :) But think it went well and it was fun to present together with AMD again and on a very current topic. A lot of game developers are planning to support DX11 (in some cases going directly from DX9 to DX11, which makes sense), but few have started working on it yet so would be great if our talk was of any help.<br /><br />AMD should have the slides up soon on their website together with their other GDC presentations. In the meantime, here is the slides for this talk embedded.<br /><br />Big thanks to <a href="https://www.cmpevents.com/GD09/a.asp?option=G&V=3&id=470679">Bill Bilodeau</a> for inviting me to his talk!<br /><br /><div style="width:425px;text-align:left" id="__ss_1272619"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/repii/your-game-needs-direct3d-11-so-get-started-now?type=powerpoint" title="Your Game Needs Direct3D 11, So Get Started Now!">Your Game Needs Direct3D 11, So Get Started Now!</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=yourgameneedsdirect3d11sogetstartednow-090410102049-phpapp01&stripped_title=your-game-needs-direct3d-11-so-get-started-now" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=yourgameneedsdirect3d11sogetstartednow-090410102049-phpapp01&stripped_title=your-game-needs-direct3d-11-so-get-started-now" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/repii">repii</a>.</div></div><br /><br /><span style="font-weight:bold;">Update:</span> The rest of the AMD slides from GDc'09 are now available <a href="http://developer.amd.com/documentation/presentations/Pages/default.aspx">here</a>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com1tag:blogger.com,1999:blog-5799572.post-24264291207010390512009-03-31T18:54:00.006+02:002009-12-14T23:53:56.922+01:00GDC'09: Shadows & Decals - D3D10 techniques from FrostbiteDaniel's and mine <a href="http://www.gdconf.com">GDC'09</a> presentation titled <span style="font-style:italic;">Shadows & Decals - D3D10 techniques from Frostbite</span> that was in the <span style="font-style:italic;"><a href="https://www.cmpevents.com/GD09/a.asp?option=C&V=11&SessID=8536">Advanced Visual Effects with Direct3D for PC</a></span> full day tutorial is now online! (<a href="http://developer.amd.com/gpu_assets/Shadows%20and%20Decals%20in%20the%20Frostbite%20Engine.pps">pdf</a>) <br /><br />The rest of the tutorial slides can be found <a href="http://www.gdconf.com/conference/tutorials.html">here</a><br /><br />I talked about our shadowmapping technique which I creatively call <span style="font-style:italic;">Single-pass Stable Cascaded Bounding Box Shadow Maps</span> (SSCBBSM?). It uses a combination of bounding box slice selection, geometry shader & instancing rendering to maximize shadowmap resolution usage and render with as little CPU overhead as possible.<br /><br />Daniel talked about <span style="font-style:italic;">Decal Generation using the Geometry Shader and Stream Out</span> which is a technique to project and generate decals directly on the GPU to avoid having to duplicate mesh vertex & index buffers into system memory or have to do the vertex & triangle projection on the CPU. It is a pretty cool usage of the GS and something we think will enable more intricate geometry processing than just standard decals in the future.<br /><br /><div style="width:425px;text-align:left" id="__ss_1228973"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/repii/02-g-d-c09-shadow-and-decals-frostbite-final3flat?type=presentation" title=" Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)"> Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=02-gdc09shadowanddecalsfrostbitefinal3flat-090331134308-phpapp02&stripped_title=02-g-d-c09-shadow-and-decals-frostbite-final3flat" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=02-gdc09shadowanddecalsfrostbitefinal3flat-090331134308-phpapp02&stripped_title=02-g-d-c09-shadow-and-decals-frostbite-final3flat" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/repii">repii</a>.</div></div><br /><br />I also did a list minute presentation in the AMD talk <span style="font-style:italic;"><a href="https://www.cmpevents.com/GD09/a.asp?option=C&V=11&SessID=9332">Your Game Needs Direct3D 11, So Get Started Now!</a></span> about our experiences, motivation and goals of porting & supporting Direct3D 11 in Frostbite. Slides should be up soon!repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com6tag:blogger.com,1999:blog-5799572.post-31589065965001182332009-01-15T21:49:00.006+01:002009-01-16T03:10:04.262+01:00The parallelism shift and C++'s memory model<a href="http://www.johantorp.com/">Johan Torp</a> (who now works at <a href="http://www.dice.se">DICE</a>) wrote this great master thesis (<a href="http://www.johantorp.com/parallelism08_cpp_mm.pdf">pdf</a>) about programming for parallelism and the C++/C++0x memory model. <br /><br />It is a great and exhaustive read of the topic at 134 pages. Recommended for programmers or researchers that are fully serious about parallelism and/or interested in the changes & improvements <a href="http://en.wikipedia.org/wiki/C%2B%2B0x">C++0x</a> brings to the field.<br /><br />Abstract:<br /><br /><blockquote>The first part of the thesis is an overview of the paradigmatic shift to parallelism that is currently taking place. It explains why processors need to become parallel, how they might function and which types of parallelism there are. Given that information, it explains why threads and locks is not a suitable programming model and how threading is being improved and used to extract parallel performance. It also covers the problems that await new parallel programming models and how they might work. The final chapter surveys the landscape of existing parallel software and hardware projects and relates them to the overview. The overview is intended for programmers and architects of desktop and embedded systems.<br /><br />The second part explains how to use C++'s upcoming memory model and atomic API. It also relates the memory model to classical de nitions of distributed computing in an attempt to bridge the gap in terminology between the research literature and C++. An implementation of hazard pointers and a lock-free stack and queue are given as example C++0x code. This part is aimed at expert C++ developers and the research community. </blockquote>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com1tag:blogger.com,1999:blog-5799572.post-87989502008500717922009-01-14T20:10:00.003+01:002009-01-14T20:29:11.441+01:00Conference slidesFound the neat site <a href=http://www.slideshare.net>slideshare.net</a> which can freely host & embed presentations (up to 100mb per presentation). <br /><br />I've uploaded a few of the (public) external presentations that I've done the last couple of years. Planning a new talk for GDC this year (focused on DX10/11 rendering) and hopefully another one for the Siggraph real-time rendering course as well, should be interesting as always! <br /><br /><br /><div style="width:425px;text-align:left" id="__ss_916087"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/repii/the-intersection-of-game-engines-gpus-current-future-presentation?type=powerpoint" title="The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware 2008)">The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware 2008)</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slideshare.net/swf/ssplayer2.swf?doc=gh08futureengineandgpujandersson-1231934635522052-3&stripped_title=the-intersection-of-game-engines-gpus-current-future-presentation" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slideshare.net/swf/ssplayer2.swf?doc=gh08futureengineandgpujandersson-1231934635522052-3&stripped_title=the-intersection-of-game-engines-gpus-current-future-presentation" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View SlideShare <a style="text-decoration:underline;" href="http://www.slideshare.net/repii/the-intersection-of-game-engines-gpus-current-future-presentation?type=powerpoint" title="View The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware 2008) on SlideShare">presentation</a> or <a style="text-decoration:underline;" href="http://www.slideshare.net/upload?type=powerpoint">Upload</a> your own. (tags: <a style="text-decoration:underline;" href="http://slideshare.net/tag/dice">dice</a> <a style="text-decoration:underline;" href="http://slideshare.net/tag/frostbite">frostbite</a>)</div></div><br /><br /><div style="width:425px;text-align:left" id="__ss_916086"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/repii/terrain-rendering-in-frostbite-using-procedural-shader-splatting-presentation?type=powerpoint" title="Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)">Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slideshare.net/swf/ssplayer2.swf?doc=sig07terrainrenderingfinal-1231934550378598-2&stripped_title=terrain-rendering-in-frostbite-using-procedural-shader-splatting-presentation" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slideshare.net/swf/ssplayer2.swf?doc=sig07terrainrenderingfinal-1231934550378598-2&stripped_title=terrain-rendering-in-frostbite-using-procedural-shader-splatting-presentation" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View SlideShare <a style="text-decoration:underline;" href="http://www.slideshare.net/repii/terrain-rendering-in-frostbite-using-procedural-shader-splatting-presentation?type=powerpoint" title="View Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007) on SlideShare">presentation</a> or <a style="text-decoration:underline;" href="http://www.slideshare.net/upload?type=powerpoint">Upload</a> your own. (tags: <a style="text-decoration:underline;" href="http://slideshare.net/tag/siggraph">siggraph</a> <a style="text-decoration:underline;" href="http://slideshare.net/tag/splatting">splatting</a>)</div></div><br />Don't miss the <a href="http://ati.amd.com/developer/SIGGRAPH07/Chapter5-Andersson-Terrain_Rendering_in_Frostbite.pdf">course notes</a> for Siggraph course.<br /><br /><br /><div style="width:425px;text-align:left" id="__ss_916077"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/repii/frostbite-rendering-architecture-and-realtime-procedural-shading-texturing-techniques-presentation?type=powerpoint" title="Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing Techniques (GDC 07)">Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing Techniques (GDC 07)</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slideshare.net/swf/ssplayer2.swf?doc=anderssontatarchukfrostbiterenderingarchitecturegdc07amdsession-1231934138412433-1&stripped_title=frostbite-rendering-architecture-and-realtime-procedural-shading-texturing-techniques-presentation" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slideshare.net/swf/ssplayer2.swf?doc=anderssontatarchukfrostbiterenderingarchitecturegdc07amdsession-1231934138412433-1&stripped_title=frostbite-rendering-architecture-and-realtime-procedural-shading-texturing-techniques-presentation" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View SlideShare <a style="text-decoration:underline;" href="http://www.slideshare.net/repii/frostbite-rendering-architecture-and-realtime-procedural-shading-texturing-techniques-presentation?type=powerpoint" title="View Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing Techniques (GDC 07) on SlideShare">presentation</a> or <a style="text-decoration:underline;" href="http://www.slideshare.net/upload?type=powerpoint">Upload</a> your own. (tags: <a style="text-decoration:underline;" href="http://slideshare.net/tag/amd">amd</a> <a style="text-decoration:underline;" href="http://slideshare.net/tag/dice">dice</a>)</div></div>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com5tag:blogger.com,1999:blog-5799572.post-22099523782870233262008-07-03T00:54:00.005+02:002008-07-03T02:18:35.607+02:00My Graphics Hardware'08 slides onlineThe slides for my presentation <a href="http://repi.blogspot.com/2008/06/graphicshardware08-talk.html">The Intersection of Game Engines and GPUs - Current & Future</a> from Graphics Hardware 08 is now online at the <a href="http://www.graphicshardware.org/program.html">conference site</a> together with about half of the other talks. The rest of them should hopefully be up shortly.<br /><br />This was the first time I attended the Graphics Hardware conference and I must say I enjoyed the conference very much. It was quite small with only ~80 people attending in total so you could almost get to know everyone at the conference which was great. Most people were either researchers/students from universities or from the hardware vendors (primarily Nvidia and Intel), but there also were a few ISVs although no other game developers as far as I know ( = more attention to yours truly).<br /><br />Was initially a bit skeptical about Sarajevo before the conference and didn't really know what to expect. But the lovely warm weather, perfect blue sky, cozy city center and the outgoing and friendly locals quickly won me over. They've done an amazing job of rebuilding the city and their lives after enduring the <a href="http://en.wikipedia.org/wiki/Siege_of_sarajevo">long siege</a> during the Bosnian War. Would love to return to Sarajevo some day again.<br /><br />My actual keynote talk went really well and was well received by an interested audience (always a plus). Didn't start preparing and writing for it early enough but spent some very late hours in the hotel the day before to structure the talk better and to reduce the length of it to fit the 1 hour schedule. Managed to squeeze in a whole lot of topics and future rendering use cases but also had to cut away some very interesting topics such as real-time REYES rendering, displacement mapping usages and non-rendering raytracing usages. Could have easily talked for 2-3 hours instead of 1 :)<br /><br />Some of the my slides might not make much sense separate from the actual presentation, so post a comment or send me a mail if you have any questions. Video & audio was recorded at the conference as well but I'm not sure if that will be made available online.<br /><br />Of the other papers and presentations at the conference I found all to be of interest although of varying applicability for us (not unexpectedly). For example mapping to and parallelizing graph data structures on GPUs is an area we (games) will surely run into in a near future as we create more complex and interesting AI & general irregular data relationships.<br /><br /><br />Overall an excellent conference and I hope to attend it again next year, believe it will be hosted together with Siggraph in New Orleans (yey).<br /><br />Next up conference-wise this summer for me is <a href="http://www.xnagamefest.com/">Gamefest</a> and the Microsoft GAB (Graphics Architecture Board) meeting in Seattle in a few weeks and after that <a href="http://www.siggraph.org/s2008/">Siggraph</a> in LA.repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com2tag:blogger.com,1999:blog-5799572.post-54982132153730090572008-06-17T13:28:00.003+02:002008-06-17T13:40:08.591+02:00GraphicsHardware'08 talkI'm holding one of the keynotes at the <a href="http://www.graphicshardware.org">GraphicsHardware</a> conference later this week (20-21 June) in Sarajevo, Bosnia-Herzegovina. The talk is titled "The Intersection of Game Engines and GPUs--Current & Future" and here is the (rather dry) description of my talk:<br /><br /><blockquote>Game engines have long been in the forefront of real-time graphics working in symbiosis with GPU hardware. Both are evolving in a fast pace in all areas with increased performance, flexibility and complexity. This talk is about the intersection of the two and what the continued development gives us as new concrete opportunities, challenges and requirements of graphics hardware and software for game engines, such as DICE's Frostbite Engine, in both the future as well as the current.</blockquote><br />Haven't been to that conference before, it is quite small but exactly the right kind of people to discuss GPUs and future rendering techniques with. So will be very interesting!<br /><br />I'll try to post the slides here aftwards, and potentially video/audio if they record it.<br /><br />Back to PowerPoint..repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com0tag:blogger.com,1999:blog-5799572.post-61432118651292722462008-04-16T22:34:00.001+02:002008-04-16T22:36:58.646+02:00The End Is Near...<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-NrEbB422OI9ss1vpN1oJLp6kOz9sHA0NuvOIjsZMgEvUm2JMtOFQ1wr_4Iit3wzuS9LvmhdlsaZyO1T_1XzGsxLUwu8ExmP2YiIST_BDnOtDyan8QPdawy7J9BUU3QKUI-HkWw/s1600-h/EndIsNear.jpg"><img style="cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-NrEbB422OI9ss1vpN1oJLp6kOz9sHA0NuvOIjsZMgEvUm2JMtOFQ1wr_4Iit3wzuS9LvmhdlsaZyO1T_1XzGsxLUwu8ExmP2YiIST_BDnOtDyan8QPdawy7J9BUU3QKUI-HkWw/s400/EndIsNear.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5189944687663462482" /></a>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com3tag:blogger.com,1999:blog-5799572.post-17364909893884348662008-02-21T22:50:00.002+01:002008-02-21T23:04:55.505+01:00I Get Your FailI have, together with a few friends from work, set up another blog titled <a href="http://igetyourfail.blogspot.com/">'I Get Your Fail'</a> (derived from an internal joke) where we'll post weird and broken stuff from day to day game development. Everything from screenshots, error messages or even short clips<br /><br />Coming up with material shouldn't be difficult at all due to the wonderful chaotic and ad hoc nature of game development. And have a huge backlog of screenshots from previous games I've worked on (esp. RalliSport Challenge 2) that would be fun to share.<br /><br />Back to debugging RSX crashes..repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com2tag:blogger.com,1999:blog-5799572.post-69264127675091135032007-09-07T09:04:00.001+02:002007-09-07T09:20:22.969+02:00Battlefield: Bad Company Developer Walkthrough videosOur producer on BFBC, Karl-Magnus Troedsson, did this 'developer walktrough' at the <a href="http://www.gc-germany.com/">Leipzig Game Convention</a> last week that is now up on <a href="http://www.gametrailers.com/gamepage.php?id=4456">GameTrailers.com</a>.<br /><br />It's a good run through of the gameplay and how everything interacts with the tactical destruction. And I must say the build played really well and the visuals looks extra good when being recorded from an HDTV like this, love the 'tv on camera' effect.<br /><br />Click on the video links to see HD versions of the videos.<br /><br /><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="409"> <param name="allowScriptAccess" value="sameDomain" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=24572"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=24572" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="409"></embed> </object><br /><br /><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="409"> <param name="allowScriptAccess" value="sameDomain" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=24582"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=24582" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="409"></embed> </object><br /><br /><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="409"> <param name="allowScriptAccess" value="sameDomain" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=24594"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=24594" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="409"></embed> </object><br /><br /><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="409"> <param name="allowScriptAccess" value="sameDomain" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=24606"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=24606" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="409"></embed> </object>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com1tag:blogger.com,1999:blog-5799572.post-59447176590081013512007-09-05T09:04:00.000+02:002007-09-05T09:10:22.964+02:00New Battlefield: Bad Company teaser trailerWe've just released a new teaser trailer for Battlefield: Bad Company which shows actual game footage & tactical destruction for the first time.<br /><br />IGN has it <a href="http://media.xbox360.ign.com/media/713/713943/vids_1.html">here</a>.repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com0tag:blogger.com,1999:blog-5799572.post-28861524988816091192007-04-18T01:04:00.000+02:002007-04-18T02:01:03.456+02:00Frostbite engine screenshots "leaked"Looks like someone has run a PDF image extractor on my <a href="http://repi.blogspot.com/2007/03/my-frostbite-rendering-gdc-presentation.html">Frostbite GDC talk</a> and spread them around the tubes. Not really what we intended, but they are good screenshots and they were semi-public already (inside PDF on amd.com) so what the heck :)<br /><br />Here they are:<br /><br /><table><br /><tr><br /><td><br /><a href="http://img398.imageshack.us/my.php?image=frostgdc1tp3.jpg" target="_blank"><img src="http://img398.imageshack.us/img398/8017/frostgdc1tp3.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a><br /></td><br /><td><br /><a href="http://img356.imageshack.us/my.php?image=frostgdc2sp9.jpg" target="_blank"><img src="http://img356.imageshack.us/img356/2282/frostgdc2sp9.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a><br /></td><br /><td><br /><a href="http://img353.imageshack.us/my.php?image=frostgdc7fb2.jpg" target="_blank"><img src="http://img353.imageshack.us/img353/8181/frostgdc7fb2.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a><br /></td><br /></tr><br /><tr><br /><td><br /><a href="http://img83.imageshack.us/my.php?image=frostgdc4rk5.jpg" target="_blank"><img src="http://img83.imageshack.us/img83/5582/frostgdc4rk5.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a><br /></td><br /><td><br /><a href="http://img83.imageshack.us/my.php?image=frostgdc5tg4.jpg" target="_blank"><img src="http://img83.imageshack.us/img83/3318/frostgdc5tg4.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a><br /></td><br /><td><br /><a href="http://img53.imageshack.us/my.php?image=frostgdc6nn9.jpg" target="_blank"><img src="http://img53.imageshack.us/img53/8171/frostgdc6nn9.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a><br /></td><br /></tr><br /><tr><br /><td><br /><a href="http://img69.imageshack.us/my.php?image=frostgdc3ay3.jpg" target="_blank"><img src="http://img69.imageshack.us/img69/6857/frostgdc3ay3.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a><br /></td><br /></tr><br /></table><br /><br />Found a couple of sites/forums commenting them, always amusing to read: <br /><a href="http://forum.teamxbox.com/showthread.php?t=520001&highlight=frostbite">TeamXbox forum</a>, <a href="http://www.xboxyde.com/news_4216_en.html">Xboxyde</a>, <a href="http://www.talkxbox.com/article2094.html">TalkXbox.com</a>, <a href="http://www.fz.se/nyhetsarkiv/?id=18993">FZ.se</a>repihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.com0