I 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.
The full one hour video of the talk can be found in Youtube in 5 parts:
Showing posts with label presentation. Show all posts
Showing posts with label presentation. Show all posts
Friday, July 29, 2011
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
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
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!
Your Game Needs Direct3D 11, So Get Started Now!
View more presentations from repii.
Update: The rest of the AMD slides from GDc'09 are now available here
Labels:
amd,
frostbite,
gdc,
presentation
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!
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!
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