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    BeyondProgrammableShadingCourse,ACM

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    BeyondProgrammableShadingCourse,ACM

    Research in GamesPeter-Pike Sloan, Disney Interactive Studio

    BeyondProgrammableShadingCourse,ACM

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    BeyondProgrammableShadingCourse,ACM

    X - Video

    First Playable

    Vertical Slice

    Concept

    Pre-production

    Full Production

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    Disney Ente

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    BeyondProgrammableShadingCourse,ACM

    Concept

    BeyondProgrammableShadingCourse,ACM

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    Disney Ente

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    BeyondProgrammableShadingCourse,ACM

    X Video

    BeyondProgrammableShadingCourse,ACM

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    X Movie

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    Disney Ente

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    BeyondProgrammableShadingCourse,ACM

    What are the big features?

    Power plays (large scripted destruction)

    Big explosions/smoke/etc.

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    BeyondProgrammableShadingCourse,ACM

    Pre-Production

    BeyondProgrammableShadingCourse,ACM

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    Disney Ente

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    Ship Launch Play Through Movie

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    Disney Ente

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    BeyondProgrammableShadingCourse,ACM

    Nail down workflows for game

    Powerplays

    Baking tech

    Color grading

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    Disney Ente

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    BeyondProgrammableShadingCourse,ACM

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    People get pulled onto other projects

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    People get pulled onto other projects

    Ship date can move

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    People get pulled onto other projects

    Ship date can move (in or out, to hit fiscal year/quarter deadline, m

    date changes, budget changes, etc.)

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    People get pulled onto other projects

    Ship date can move (in or out, to hit fiscal year/quarter deadline, m

    date changes, budget changes, etc.)

    Game cancelled

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    BeyondProgrammableShadingCourse,ACM

    People get pulled onto other projects

    Ship date can move (in or out, to hit fiscal year/quarter deadline, m

    date changes, budget changes, etc.)

    Game cancelled Studio closed

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    BeyondProgrammableShadingCourse,ACM

    Researchers Perspective

    BeyondProgrammableShadingCourse,ACM

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    BeyondProgrammableShadingCourse,ACM

    Great talks at I3D 2011

    Chris Hecker, A Game Developers Wishlist foResearchers

    Dan Baker, From Papers to Pixels: How resea

    finds (or often doesnt) its way into Games

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    BeyondProgrammableShadingCourse,ACM

    Talk to game developers

    Play games, go to GDC

    Do a production internship

    Release code

    Use game assets

    Think about (dont eliminate) artists

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    BeyondProgrammableShadingCourse,ACM

    Crazy vertex density

    Single object Heavy

    256k RTT

    48 MB PRT*

    Static

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    BeyondProgrammableShadingCourse,ACM

    Crazy vertex density

    Really Heavy Only 147 MB!

    4 hours to compress

    Large signal, highsample rates

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    BeyondProgrammableShadingCourse,ACM

    Indirect lighting

    Iteration time Enlighten

    Brad and Kennys

    talk thursday

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    BeyondProgrammableShadingCourse,ACM

    Really cool paper

    Not great intuitionbehind parameters

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    BeyondProgrammableShadingCourse,ACM

    Intuitive parameters

    Still based onMarschner

    Disney Ente

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    BeyondProgrammableShadingCourse,ACM

    Several blind alleys

    google: friends dont let friends implement PS Failure modes/conditions

    Shadow volumes

    High variance in performance

    Cascaded techniques

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    BeyondProgrammableShadingCourse,ACM

    System on a chip dominant in mobile/tab

    space, gaining momentum in laptops Are current graphics APIs suited?

    Assume high latency between CPU/GPU

    Should this be an evolutionary path?

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    BeyondProgrammableShadingCourse,ACM

    Programming to the memory hierarchy

    Assume moderate bandwidth and high latenc Memory in same package, physically bon

    Very wide busses, less distance -> less latenc

    Wheel of re-incarnation?

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    BeyondProgrammableShadingCourse,ACM

    Tom Williams + Black Rock

    Steve Marschner, Iman Sadeghi (images

    Naty Hoffman, Rob Nelson, Dave Hart,

    Ladislav Kavan, Aaron Lefohn (feedback

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    BeyondProgrammableShadingCourse,ACM

    Screen Space Classification for Efficient Deferred Shading, SIGGRAPH Talk 2010, H

    Knight, Moore, Parrish and Ritchie

    Light Scattering from Human Hair Fibers, SIGGRAPH 2003, Marschner, Wann Jense

    Cammarano, Worley and Hanrahan

    An Artist Friendly Hair Shading System, SIGGRAPH 2010, Sadeghi, Pritchett, Wann

    and Tamstorf

    Bi-Scale Radiance Transfer, SIGGRAPH 2003, Sloan, Liu, Shum and Snyder

    All-Frequency Precomputed Radiance Transfer for Glossy Objects, EGSR 2004, Liu

    Shum and Snyder

    Modular Radiance Transfer, Cond. SIGGRAPH ASIA 2011, Bradford J. Loos, Lakulis

    Kenny Mitchell, Derek Nowrouzezahrai, Wojciech Jarosz, Peter-Pike Sloan

    Saturday, August 27, 2011