Game Developers Conference 2008 - (Page 103) Programming Track As new platforms emerge and existing platforms evolve, programmers face an ever increasing challenge to produce games that capture the attention of the public and the media. The Programming Track focuses on these challenges and the opportunities presented by next and current generation development. SPOnSOred By nVIdIa advanced Skin rendering in nVIdIa’s Human Head demo eugene d’eon (nVIdIa) Wednesday 4-5pm• room 3003, West Hall Rendering realistic human skin represents one of the toughest challenges in computer graphics. In this session, NVIDIA’s Demo Team discusses the advanced skin rendering techniques used in the Human Head demo. Attendees will learn about an extremely realistic, physically-based real-time skin shader that is easy to implement and highly scalable to meet the performance needs of your application. standpoint, discusses the options available to a Next Gen game, and the ramifications for authoring and explores a little of the future of lighting in games. the art and technology Behind BiosHoCk’s Special effects Stephen alexander & Jesse Johnson (2K Boston) thursday 2:30-3:30pm • room 2001, West Hall In this session Stephen Alexander (Effects Artist) and Jesse Johnson (Graphics Programmer) present an in-depth look at the evolution of several of the cutting edge special effects used in BiosHoCk from both artist and programmer perspectives. On the technical side, Jesse will discuss the iterative development of three key subsystems in BiosHoCk. He will present BiosHoCk’s particle lighting system, as well as the development of two interactive water techniques: one for interactive cascading waterfalls and another for interactive rippling water. Stephen will discuss a number of the techniques used on the art side to create help complete the illusion of various water behaviors and other atmospheric effects. Lecture – aLL depth about AI as it relates to typical games. The AI for beginners session on Friday allows people who are new to AI to get their questions answered. No question is too basic for this session. Lecture – IntermedIate Programming Track automating regression discovery: Finding the Wrenches in the gears of war martin Sweitzer (epic Games Inc) Wednesday 12-1pm • room 3004, West Hall Discovering a regression in your game the night before a demo is worth a lot. Having an automated system tell you weeks in advance is priceless. Lecture – aLL adventures in data compilation and Scripting for UnCHarted: drake’s fortUne dan Liebgold (naughty dog, Inc.) Friday 2:30-2:50pm • room 3020, West Hall A look into the inspiration, design, implementation, and results of DC, the custom data compilation and scripting tool used heavily in the development of UnCHarted: drake’s fortUne for the PlayStation 3. Talk will cover compiler, including scheme implementation, and runtime usage for development and tuning of animation, particles, gameplay, and scripting. 20-mInute Lecture – aLL a Believable character Postmortem: motion capture on the Virtual Set of BeowUlf Parag Havaldar (Sony Pictures Imageworks) thursday 12-1pm • room 3020, West Hall Sony Pictures Imageworks’ Parag Havaldar presents an in-depth look at the way in which Imageworks advances its Imagemotion Technology to capture many actors in a large volume, simultaneously along with props. Topics include the creation of Mead Hall scenes which included 21 actors and a new camera system consisting of 260 vicon vision cameras that captured body and face performances simultaneously. This larger volume captured superior data for director Robert Zemeckis and allowed all of the actors to interact with one another. Other topics include the development of electro oculography (EOG), multiple system synchronization, and storage and asset management. artificial Intelligence in computer Games neil Kirby (Bell Laboratories), Steve rabin (nintendo of america) Wednesday 2:30-3:30pm • room 114, north Hall thursday 5:30-6:30pm • room 113, north Hall Friday 9-10am • room 111, north Hall The general topics sessions on Wednesday allow experienced developers to hear and discuss AI issues with an emphasis on what kind of AI research and prototyping they do for brand new projects. The genre specific sessions on Thursday allow them to talk in rOundtaBLe – aLL the art and Science of Lighting Julian davis (Geomerics Ltd) thursday 9-10am • room 3020, West Hall The choice of lighting model has an enormous impact on a games visual style, and it is important for artists and programmers to have a clear understanding of the trade-offs to be made. This lecture reviews the fundamentals of lighting from a technical and visual Lecture – IntermedIate Visit www.gdconf.com for daily coverage of GDC 2008 103 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
For optimal viewing of this digital publication, please enable JavaScript and then refresh the page. If you would like to try to load the digital publication without using Flash Player detection, please click here.