We have created a page on the DICE homepage as a central repository of all of our publications, i.e. public talks, presentations, thesis papers and so on. It is available here:
http://publications.dice.se
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.
Will tweet out and updates (@repi) and look into if it would make sense to add an RSS feed later.
Update: An RSS feed is now available on the site: http://publications.dice.se/rss/rss.xml
Monday, February 15, 2010
Monday, November 16, 2009
AMD DX11 interview with yours truly

AMD did an interview with me about our work with Frostbite 2 and DirectX 11 which is now available online on the AMD game website.
The interview became longer than we expected, so the full interview in an easier to read PDF format is also available here (recommended version).
AMD was also nice enough to put up a small Frostbite info page, nothing too fancy but good to have.
Wednesday, November 11, 2009
"Parallel Futures of a Game Engine"
I held one of the keynotes at the Intel Dynamic Execution Environment Symposium today (what a lovely concise conference name!). It's an internal Intel conference but as I'm an external speaker, I'm able to make my slides public.
I called my talk "Parallel Futures of a Game Engine":
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.
The talk is a bit of collection of some old material together with some new thoughts and conclusions about parallel programming models.
If you have any comments, ideas or further thoughts I would love to hear them!
Add a comment here, send me a mail or contact me on twitter (@repi)
I called my talk "Parallel Futures of a Game Engine":
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.
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.
The talk is a bit of collection of some old material together with some new thoughts and conclusions about parallel programming models.
If you have any comments, ideas or further thoughts I would love to hear them!
Add a comment here, send me a mail or contact me on twitter (@repi)
Parallel Futures of a Game Engine
View more presentations from repii.
Labels:
conference,
gpu,
parallelism
Friday, August 14, 2009
Siggraph'09 - Parallel Graphics in Frostbite
This slides for my Siggraph'09 talk "Parallel Graphics in Frostbite - Current & Future" can be found together with the rest of our Beyond Programmable Shading course at this permanent course site. Or embedded below:
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!
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 GraphViz).
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.
Here is the full resolution job graph picture:

Hexagons = SPU-jobs.
Rounded boxes = PPU-jobs.
Dotted circles = group jobs that don't execute anything, only synchronize a group of jobs.
Oh and btw, this slide is still valid (for now):
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
View more presentations from repii.
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!
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 GraphViz).
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.
Here is the full resolution job graph picture:

Hexagons = SPU-jobs.
Rounded boxes = PPU-jobs.
Dotted circles = group jobs that don't execute anything, only synchronize a group of jobs.
Oh and btw, this slide is still valid (for now):
Labels:
conference,
presentation,
rendering,
siggraph
Monday, July 27, 2009
Tweeting
I infrequently post on this blog nowadays, except for the occasional talk/presentation that I do.
However, I do quite frequently ramble semi-random musings on Twitter which can be found on twitter.com/repi.
Currently working on the slides for a talk in the Beyond Programmable Shading course at Siggraph'09 in New Orleans about parallel graphics (what an anti-oxymoron!) and some new experimental compute-shader-based rendering techniques in Frostbite.
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.
I will also participate in a panel in the end of the Beyond Programmable Shading course lead by Kurt Akeley, should be great fun!
However, I do quite frequently ramble semi-random musings on Twitter which can be found on twitter.com/repi.
Currently working on the slides for a talk in the Beyond Programmable Shading course at Siggraph'09 in New Orleans about parallel graphics (what an anti-oxymoron!) and some new experimental compute-shader-based rendering techniques in Frostbite.
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.
I will also participate in a panel in the end of the Beyond Programmable Shading course lead by Kurt Akeley, should be great fun!
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