Game Developers Conference 2008 - (Page 63) Tutorials ProGraMMinG Track (104) core Techniques and algorithms in shader Programming Maxime Beaudoin (ubisoft), carsten dachsbacher, Wolfgang engel (rockstar san diego), Jerome ko, Manchor ko (naughty dog), Jörn Loviscach (Hochschule Bremen (university of applied sciences), Mark Mccubbins, Marco salvi (Lucas arts), Vlad stamate (sony computer entertainment america) 10am-6pm • room 2004, West Hall Introduction by Wolfgang Engel 1. Global Illumination a. Practical Methods for Precomputed Radiance Transfer Using Spherical Harmonics by Manchor Ko and Jerome Ko b. Real Time Photon Mapping Approximation on the GPU by Vlad Stamate 2. Environmental Effects: Highly dense foliage visualization on multi CPU/SPU console architectures by Mark McCubbins 3. Shadows: Probabilistic Approaches to Shadow Maps Filtering by Marco Salvi 4. 3D Engine Design: TileTree Data Structure by Carsten Dachsbacher 5. 3D Engine Design: A Flexible Material System in Design by Maxime Beaudoin 6. Q & A Business and ManaGeMenT Track (105) iGda Government and associations summit Toby Barnes (Pixel-lab), Jason della rocca (international Game developers association), Per stromback (spelplan asGd), eric Zimmerman (Gamelab) 10am-6pm • room 2005, West Hall As the games industry develops and matures, support organizations become more important and government initiatives increasingly ambitious and frequent. What challenges does the games industry face short and long term, and what support structures are needed to address them? What kind of government support is more important? Which issues should trade associations focus on? How can the industry grow without losing quality? These and many other questions will be discussed at this seminar, which draws on case studies and participant contribution to reach interesting results. These will focus on existing support programs and schemes (both successes and failures). Each case will be 5 minutes long and follow a strict presentation template in order to facilitate comparisons and to allow as many attendees to present as possible. The goal is to give everyone a better sense of the breadth of programs that are out there. These cases will help serve as inspiration for the group working session. Workgoups – Topic Generation Working in groups, attendees will generate – and prioritize – the list of topics/areas for further discussion during the following workgroup session. In line with the theme of the Summit, topics will focus on the challenges faced by the game industry and the interplay of government and support associations being part of the solution. Tutorials Workgroups – Discussion Rounds Welcome/Opening Remarks Jason della rocca / Per strömbäck Brief introductory remarks, and setting of the agenda and ground rules for the day. Keynote: What is a Game? eric Zimmerman We all think we know what games are when we talk about them, but in reality, the phenomenon of games in the world today is as diverse as other large cultural categories such as the written word or the moving image. In this keynote speech, veteran game developer Eric Zimmerman will provide a number of ways of looking at and understanding games, framing them through the lenses of technology, business, culture, society, and the human experience of play. The point is not to arrive at a final definition of games, but instead to expand the ways that we can conceptualize games, and in so doing, better understand where computer and video games might be headed in the future. The list of topics from the previous session will be assigned to tables. Attendees will pick the topic they want to tackle, and sit at the appropriate table. Each table will wrestle with the topic in terms of what’s being done currently around the world, successes/failures, what could or should be done, new ideas and solutions, etc. This process will be repeated three times (30 minutes each round) so that each participant has the opportunity to explore and discuss three different topics. After each round, the table host will “seed” the next round with the highlights of the previous round of discussion. Workgroups – Report Outs After the three rounds of discussion (and a break for coffee), table hosts will report out on the key findings and patterns from the group discussions. All attendees are encouraged to make additional commentary, ask follow-up questions, etc. This room-wide report out allows attendees to get a glimpse of all the discussion topics (not just three). Closing Summation Toby Barnes Responding to a full day of intense discussion and debate, this session will attempt to summarize the major themes, threads and patterns from the Summit. The goal is to provide a clear sense of nextsteps and future directions for participants and the community as a whole. Attendee Introductions Lightning round of introductions from all attendees to facilitate with networking and groupwork functions. Case Blasts Representatives from a variety of institutions will present brief case studies. Visit www.gdconf.com for daily coverage of GDC 2008 63 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
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