GDC 2007: Carsten Dachsbacher - "(105) Core Techniques And Algorithms In Shader Programming" - Info and Reading Options
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- Title: ➤ GDC 2007: Carsten Dachsbacher - "(105) Core Techniques And Algorithms In Shader Programming"
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THIS TUTORIAL IS <b>SOLD OUT</b>.<p><span style="font-size:10pt;">The session presents many of the techniques that leading games are using. It covers the most important local and global lighting models, multi-frustum shadow mapping techniques offering high resolution shadows, methods for efficient compression of geometry, and error-tolerant calculation of triangle mesh tangent space. Focusing on the wider engine scope are sections on the design of an efficient particle system, the implementation of a post-processing pipeline and an overview of the pitfalls and challenges of integrating advanced surface shaders into a game engine. Finally, because shaders need to run on several different hardware platforms and graphics cards, there is a session covering tips and tricks for multi-platform optimizations.</span></p><dl><dt>1. Lighting a Game Scene (1 hour) <br /></dt><dd>a. Local Illumination by Matthias Wloka <br /></dd><dd>b. Global Illumination by Carsten Dachsbacher <br /></dd><dt>2. Shadow Maps by Tom Forsyth (1 hour) <br /></dt><dt>3. Manipulating Geometry (1.5 hour) <br /></dt><dd>a. Using Vertex Shaders for Geometry Compression by Kenneth L. Hurley <br /></dd><dd>b. Triangle Mesh Tangent Space Calcuation by Martin Mittring <br /></dd><dd>c. Real-Time Deformation Methods by Vlad Stamate <br /></dd><dt>4. A Particle Effect System by Lutz Latta (1 hour) <br /></dt><dt>5. Post-Processing Pipeline by Wolfgang Engel (1 hour) <br /></dt><dt>6. Integrating Shaders into a Game Engine by Tom Forsyth (30 min.) <br /></dt><dt>7. Performance Optimizations by Matthias Wloka (30 min.)</dt></dl>
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