Showing posts with label gdc. Show all posts
Showing posts with label gdc. Show all posts

Friday, April 10, 2009

GDC'09: Your Game Needs Direct3D 11, So Get Started Now!

As I mentioned, I was invited by AMD to their GDC'09 talk Your Game Needs Direct3D 11, So Get Started Now! to share some of our thoughts, goals & details about Direct3D 11 and our port of Frostbite to D3D11.

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.

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.

Big thanks to Bill Bilodeau for inviting me to his talk!



Update: The rest of the AMD slides from GDc'09 are now available here

Tuesday, March 31, 2009

GDC'09: Shadows & Decals - D3D10 techniques from Frostbite

Daniel's and mine GDC'09 presentation titled Shadows & Decals - D3D10 techniques from Frostbite that was in the Advanced Visual Effects with Direct3D for PC full day tutorial is now online! (pdf)

The rest of the tutorial slides can be found here

I talked about our shadowmapping technique which I creatively call Single-pass Stable Cascaded Bounding Box Shadow Maps (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.

Daniel talked about Decal Generation using the Geometry Shader and Stream Out 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.



I also did a list minute presentation in the AMD talk Your Game Needs Direct3D 11, So Get Started Now! about our experiences, motivation and goals of porting & supporting Direct3D 11 in Frostbite. Slides should be up soon!