In my previous GDC links post, I briefly mentioned the free section of the GDC Vault, and listed individual links to a few of the many videos and presentation slides available there. I’ll list more links to free Vault content in this post, mostly stuff of interest to readers of this blog that isn’t otherwise available online.
Videos (many of these have presentation slides available from one of the links included in my previous post):
- Efficient Scaling in a Task-Based Game Engine (Yannis Minadakis, Intel)
- Hotspots, FLOPS, and uOps: To-The-Metal CPU Optimization (Stan Melax & Deepak Vembar, Intel)
- Dynamic Resolution Rendering (Doug Binks, Intel)
- Increase Your FPS with CPU Onload (Doug McNabb & Joshua Doss, Intel)
- Delivering Demand-Based Worlds with Intel SSDs (Dave Lang, Iron Galaxy Studios & Glen Minor, Digital Extremes)
- NVIDIA Parallel Nsight: Accelerating GPU Development in BioWare’s Dragon Age 2 (Jeffrey Kiel, NVIDIA)
- NVIDIA Tegra: Zooming to Bang Bang Racing & Next-Gen Mobile Gaming (Lars Bishop, NVIDIA & Mike Clark, Playbox Games)
- Stereoscopic 3D Demystified: From Theory to Implementation in Starcraft II (Samuel Gateau, NVIDIA & Dominic Filion, Blizzard)
- The Technology Behind the DirectX 11 Unreal Engine “Samaritan” Demo (Martin Mittring, Epic Games & Bryan Dudash, NVIDIA)
- Realistic and Interactive Clothing in Epic Games’ “Samaritan” Demo Using NVIDIA APEX (Jeremy Ernst, Epic Games & Dane Johnston, NVIDIA & Monier Maher, NVIDIA)
- Building Next-gen 3D Android Games with Snapdragon’s Adreno GPU (Mitri Bautista Wiberg, Polarbit & Fredrik Erlandsson, Southend Interactive)
- Next Generation Portable Platform (David Coombes, Sony Computer Entertainment)
Slides (skipping any talks linked in my previous post):
- Contacts: How (Not) To Make It Stick (Gino van den Bergen, DTECTA – from “Physics for Game Programmers”)
- Smoothed Particle Hydrodynamics (Kees van Kooten, Virtual Proteins – from “Physics for Game Programmers”)
- Designing Physics Algorithms for GPU Architecture )(Takahiro Harada, AMD – from “Physics for Game Programmers”)
- Automated Level of Detail Generation for HALO: REACH (Xi Wang, Bungie)
- HALO: REACH Effects Tech (Chris Tchou, Bungie)
- Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC (Aaron Otstott & Ben Cloward, Bioware)
- Fast and Efficient Facial Rigging in GEARS OF WAR 3 (Jeremy Ernst, Epic Games)
- Beyond Horror: Art Directing DEAD SPACE 2 (Ian Milham, Visceral Games)
- Ultimate Customization in Character Creation – Challenges and Innovations (Brad Stokan, Cryptic Studios)
- PS3 & Xbox360 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2 Exploring the ‘Other Side’ (Hiroshi Matsuyama & Isao Takeshita, CyberConnect 2)
- Lighting the Apocalypse: Rendering Techniques for RED FACTION: ARMAGEDDON (Mike Flavin, Volition)
- CRYSIS 2: Getting More Interactivity out of Animation-Data (Ivo Herzeg, Crytek)
- Implementation and Application of the Real-Time Helper-Joint System (Ju Bok Kim & Choong-Hyo Kim, Nexon)
- Spectacular Specular: LEAN and CLEAN Specular Highlights (Dan Baker, Firaxis)
- Multicore Memory Management Technology in MORTAL KOMBAT (Adisak Pochanayon, Netherrealm Studios)
- Iterating on a Dynamic Camera System (Phil Wilkins, SCEA Santa Monica) (a movie is also available)
- Animating NPC’s in UNCHARTED (John Bellomy, Naughty Dog)
- ALAN WAKE: The Writer Who Made Us Rewrite Our Engine (Olli Tervo & Markus Maki, Remedy Entertainment)
- Living Crowds: AI & Animation in ASSASSIN’S CREED: BROTHERHOOD (Aleissia Laidacker & Nicolas Barbeau, Ubisoft Montreal)
- How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN (Christophe Brusseaux, Quantic Dream)
- ALAN WAKE: Light and Dark (Saku Lehtinen, Remedy Entertainment)
Some of those are not just slides! The Gears of War 3 facial rigging zip is over a gigabyte :-O
Also, some of the links go to embedded PDF displays with some script showing in the corner. Looks a bit broken, is that right? The rest work OK as straight downloads.
Oh, and WordPress’ user control panel page insists I inform you that version 3.1.2 available…
heh, yeah I had lots of images and video examples in the presentation. You can find a slimmed down version of the talk on my blog in pdf format (jeremyernst.wordpress.com)