Game Computing Applications Group @ SIGGRAPH

August 9, 2008 at 3:14 pm (News, Presentations) (, , , )

The group I work in at AMD is involved in a few presentations at SIGGRAPH this year. First, Chris Oat and Natalya Tatarchuk will be presenting a talk in the Advances in Real-Time Rendering in 3D Graphics and Games course on Monday on our latest demo “Froblins”. This talk will cover using the GPU and DirectX 10.1 for scene management, occlusion culling, terrain tessellation, approximations to global illumination, character tessellation, and crowd simulation.

I will be presenting a shorter talk on Thursday from 4:15-4:45 in the Beyond Programmable Shading: In Action course, focusing on how we used the GPU to do some general computing in the Froblins demo to allow our Froblin characters to navigate around the world and avoid each other. My addition to this course was a bit on short notice so I am fairly nervous, but how could I pass up an opportunity to speak at SIGGRAPH? I must say I am very jealous of my co-workers who will be done with all presenting duties on the first day of the conference!

I am always eager to meet new people so please feel free to introduce yourself if you will be in attendance!

Update: Here’s the link to the chapter from the course notes on our Froblins demo: March of the Froblins: Simulation and Rendering Massive Crowds of Intelligent and Detailed Creatures on GPU

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4 Comments

  1. Jesus said,

    Wow, that’s amazing. I had a big grin when I found your technique for packing animation data into a vertex texture as I just implemented that myself ;o woot

  2. Drake said,

    Hi,

    I have attended this class and it seems I am too late to know that you would give a talk there. Just wanna say that you guys did a great work 🙂

    Drake

  3. Game AI Roundup Week #34 2008: 11 Stories, 1 Video, 3 Jobs, 1 Paper — AiGameDev.com said,

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