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Direct3D 11 Preview
The graphics track has everything you need to get the most out of your
high-performance graphics engine. Join us as we cover exciting new ground, including the lowdown on the upcoming Direct3D 11 API set. We also cover the recent improvements to PIX (for both Xbox 360 and Windows), giving you tips to help eke out every last cycle of performance. And finally, we share never-before-seen details on the inner workings of the Xbox 360 GPU. Towards Real-Time High-Fidelity Special Effects Zoran Popovic This talk explores how the real-time domain of interactive games requires a completely new approach to algorithms for most problems in graphics. To do so, we explore three fundamentally different phenomena— character locomotion, human crowds, and fluids—and the unusual algorithms that meet the requirements for real-time rendering. The first part of the talk presents a real-time model of crowd dynamics based on continuum computations instead of per-agent simulations. The second part describes real-time character controllers capable of achieving high-dimensional locomotion tasks. The third part covers a new model reduction approach to fluid simulation, enabling large, real- time, detailed flows with continuous user interaction capable of performing six orders of magnitude faster than current high-fidelity algorithms. Xbox Textures Formats, Conversion, Fetching, and Performance David Cook and Jason Gould This talk cover details of texture formats—exactly how is the data laid out in memory, and how does the GPU interpret it? What happens if you resolve or render a value from one format to another? We also walk through the texture pipe from beginning to end, and discuss the details of the texture cache, with emphasis on improving pixel shader performance. Shedding (Indirect) Light on Global Illumination for Games Claude Marais Many innovative global illumination techniques have been described in recent years, but using these techniques in actual games seems to be a non-trivial task. This presentation sheds some light on these difficulties and discusses possible solutions. We review a few of the recent global illumination techniques and, in particular, discuss a detailed implementation of reflective shadow maps, with demos. The goal of the presentation is to leave the audience with a renewed optimism and excitement for implementing global illumination techniques in their games. Multi-Threaded Rendering for Games Matt Lee and Brian Klamik core is just not enough for graphics anymore—rendering tasks often have to run in parallel to hit the target framerate and hide latent operations. This talk includes best practices, pitfalls to avoid, and a range of design patterns for implementing multithreaded rendering on today’s platforms, including Direct3D 10 and Xbox 360. We cover everything from batch submission to resource management and discuss future plans for greater flexibility and higher performance when rendering on multiple threads. Direct3D Samples Update Cameron Egbert Come see the latest developments from the DirectX and Xbox 360 samples team. This presentation is a deep-dive into the inner workings of recent and upcoming graphics samples in the DirectX SDK and Xbox 360 XDK. Techniques discussed include deferred particle rendering, Xbox 360 geometry instancing, edge-based antialiasing, and more. Next-Gen Content Pipelines: A Study of 1st Party Titles Kutta Srinivasan The breadth and quantity of content required for triple-A games has increased dramatically over the years. As a result, content creation is often the biggest challenge and cost for a game studio. This talk presents best practices for developing a content pipeline and builds on experiences from the trenches of Microsoft’s 1st party studios including Rare, Ensemble, and Bungie. This talk is aimed at tool and engine developers who want to enable rapid iteration while ensuring the robustness of content builds for their artists and designers. A Detailed of Xbox 360 Direct3D Synchronization and Multithreading Juan Carlos Arevalo Baeza Resource locking, front buffer swapping, queries, fences, predicated tiling, direct access to GPU state… Direct3D for Xbox 360 includes a lot of mechanisms that involve, enable, or enhance the communication between the multiple CPU cores and the GPU. This presentation provides a brief overview of previously existing primitives, a detailed overview of recently introduced primitives, as well as an examination of the various interactions between them. The goal of the presentation is to provide the audience with a deeper understanding of the inner workings of Direct3D for Xbox 360 and discuss common scenarios, enabling them to keep the GPU running at full steam and make efficient use of the power of multiple CPU cores for graphics rendering. Performance Tools Update Karen Stevens The XNA Professional Game Platform (PGP) development team has been hard at work delivering updates to PIX for both Xbox and Windows. This session brings you up to speed on the new features and improvements made to this critical toolset for performance investigation and analysis with your game. Introduction to the Direct3D 11 Graphics Pipeline Allison Klein Be the first on your block to learn about how Direct3D 11 extends and enhances Direct3D 10 with new hardware and API calls. This talk discusses the features in Direct3D 11 that enable you to create content that scales from small screens to high-resolution displays, and across different CPU and GPU configurations. Direct3D 11 Tessellation Kev Gee Direct3D 11 contains new programmable and fixed function stages designed to enable powerful, flexible tessellation approaches at interactive frame rates in games and modeling applications. Come with us as we take a trip through the pipeline and hear how to prepare your content pipelines to exploit this incredible step in the evolution of graphics. Direct3D 11 Compute Shader —More Generality for Advanced Techniques Chas Boyd The Direct3D API imposes some constraints on the processing model in order to achieve optimal rendering performance. Direct3D 11 introduces the Compute Shader as a way to access this computational capability without so many constraints. It opens the door to operations on more general data-structures than just arrays, and to new classes of algorithms as well. Key features include: communication of data between threads, and a rich set of primitives for random access and streaming I/ operations. These features enable faster and simpler implementations of techniques already in use, such as imaging and post- processing effects, and also open up new techniques that become feasible on Direct3D 11–class hardware. High Level Shader Language (HLSL) Update—Introducing Version 5.0 Michael Get ready to shift your shader development into high gear with the next version of HLSL. This talk introduces new High Level Shader Language features coming in Direct3D 11, including support for Dynamic Shader Linkage and more. Hear how HLSL 5.0 brings support for interfaces, objects, and polymorphism, and get yourself ready for this exciting update to the world’s leading data-parallel programming language! |
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