GDC

CONFERENCE  

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    PROGRAMMING

As new platforms emerge and existing platforms evolve, programmers face an ever increasing challenge to produce games that capture the attention of the public and the media. The Programming Track focuses on these challenges and the opportunities presented by next and current generation development including: mature consoles, new handhelds, a highly competitive sales environment, and increased demand for very high production values in games.

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HIGHLIGHTED SESSIONS

Next Generation Character Rendering
Jorge Jimenez (Activision Blizzard)
Javier von der Pahlen (Activision)
Ultra-realistic characters are a common target for current rendering engines, given the importance of storytelling in modern games. However, efforts toward photo-realistic character rendering are futile if they don't include subsurface scattering rendering (SSS), realistic eye shading, physically based rendering, depth of field, film grain, plausible bloom, film-like tone mapping, very detailed assets, soft shadows, and an accurate anti-aliasing solution. Failing on any of these means the illusion of looking at a real human will be broken. This presentation will cover our techniques for SSS, eye shading, anti-aliasing, depth of field, and film grain, as well as presenting the integration issues being solved for our game studios. This talk will also present our computer vision techniques for character asset capture from video, and fitting the dense captured and tracked data to game rigs via energy minimization. Such asset capture increases the level of character quality, which requires more advanced rendering techniques so as not to fall in the uncanny valley. The talk will show high-quality next-generation shading driven with a plausible game rig. Ultimately, our goal is to overcome the uncanny valley with next-gen run-time techniques and good artistic direction. This is for us, the first step toward achieving truly believable characters.
Build 3D MMO Game Solutions Based on Pre-Rendering Technology
Xing Haizhou (ChangYou.com)
This talk will discuss how to improve the lighting and shadow effect of a million online game shipped more than 6 years, by using pre-rendering technology. We create a high performance, global illuminated, 3d game solution base on OGRE engine. We will share our experience of refactoring OGRE, including the rendering pipeline adjustment, multi-thread rendering and render states management. We will also show how we integrate the Beast tool chain into our in-house engine, and at last how we scale the engine to make the game can run at 60fps on very old pc hardware.
Low-Level Thinking in High-Level Shading Languages
Emil Persson (Avalanche Studios)
As programmable shading has grown increasingly sophisticated, an industry-wide problem is that shader authors are losing touch with the underlying hardware. This lecture argues that low-level thinking is still a relevant practice and shows with examples why this is the case. The connection between high- level shading constructs and the resulting hardware instructions generated is discussed, as well as what the compiler is able to optimize and what the shader author must express explicitly in the shader. Numerous low-level optimization tricks are covered illustrating the benefits of a close-to-the-metal mindset while writing shaders in high-level languages.
CREST: An Account of Deploying a RESTful Interface to an Established MMO
Nicolas Tittley (CCP Games)
This talk will introduce and discuss CREST, CCP games' new REST-style network interface for the EVE Online universe. Designed from the ground up to be cross-platform, easy to use, and scalable, it now enables multiple 3rd party applications and CCP's new PS3 shooter, DUST 514.

 

ALL PROGRAMMING SESSIONS

Build 3D MMO Game Solutions Based on Pre-Rendering Technology
Ma Shang (ChangYou.com)
Xing Haizhou (ChangYou.com)
   
Building Big Data Analytic Systems for Games with Open Source Technologies
Liao Jing (Ubisoft Chengdu)
   
CREST: An Account of Deploying a RESTful Interface to an Established MMO
Nicolas Tittley (CCP Games)
   
Developing For Consoles: From Business to Code
Brian Provinciano (Vblank Entertainment)
   
Low-Level Thinking in High-Level Shading Languages
Emil Persson (Avalanche Studios)
   
Multiplatform C++ on the Web with Emscripten
Chad Austin (IMVU)
   
Native Code is Dead: Multiplatform Development with Unity3D
Ralph Barbagallo (FLARB LLC)
   
Next Generation Character Rendering
Jorge Jimenez (Activision Blizzard)
Javier von der Pahlen (Activision)
   

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