direct to video

March 15, 2012

get my slides from GDC2012.

As promised, they’re here! I’m afraid I had to delete all the videos, but apparently the recording of the full thing should be in the GDC Vault at some point.

[PDF here]

 

Yes I am aware that SlideShare managed to crop the bejesus out of my presentation

To everyone who showed up to my talk – thanks for coming! Here are the slides as a memento of the occasion!
To anyone who couldn’t make it and wants to read the slides, here they are! Good luck making sense of them!
To anyone who was at GDC but went to something else instead – here’s what you missed!

If you did see the presentation live, I was supposed to ask you to fill out the evaluation forms (only if you liked it, obviously – I don’t want to get 100 forms back saying “bat shit mental”). Oh, and I was also supposed to ask you to turn off your mobile phone, no flash photography, no video cameras, and that there are two exits at the back and to file out in row order in case of emergency, but I forgot. Apparently we all made it out alive.
Please do tell me what you thought on here too.

February 14, 2012

come see me talk about directX11 at gdc 2012.

Filed under: demoscene, directx 11, fluid dynamics, particles, realtime rendering — Tags: — directtovideo @ 2:59 pm

Quiet around here, isn’t it?
That’s because I’m going to be speaking at GDC 2012 about advanced procedural rendering in DirectX 11! (So I’m saving all the good material for that. Sorry.)

I’ll be talking about how we’ve used D3D11′s features to handle things like mesh generation and fluid dynamics for our upcoming demos, to give us huge advancements over our old DX9 engine – and in a way that you might consider practical enough to start thinking about for future game titles.

For those who are just starting on DX11 or are only thinking about it I’ll also try and give an overview of building blocks you really need to know about for tackling problems with compute efficiently, like stream compaction and prefix sums, and where they fit into actual real-world problems like implementing marching cubes, smoothed particle hydrodynamics and mesh smoothing.

Or you could just come and look at the pictures.

GDC2012: Advanced Procedural Rendering with DirectX 11

Thursday March 8th, 4:00- 5:00pm Room 2009, West Hall, 2nd Floor. Be there. We’re going to be doing shots off the front of the stage after every other slide, so bring some salt.

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