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Tag Archives: impostor

GDC 2015 presentations

Posted on 2015/03/09 by Julien Guertault
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The Game Developers Conference took place last week in San Francisco. As I am starting to see more speakers publish their slides, I am creating this post to keep track of some them (this list is not meant to be exhaustive).

  • Advanced VR Rendering, by Alex Vlachos (Valve).
  • Code Clinic 2015: How to Write Code the Compiler Can Actually Optimize, by Mike Acton (Insomniac Games).
  • Doing Math with RGB (and A) Correctly, by Jim Van Verth (Google).
  • Great Management of Technical Leads, by Mike Acton (Insomniac Games).
  • Parallelizing the Naughty Dog engine using fibers, by Christian Gyrling (Naughty Dog).
  • Physics for Game Programmers : Numerical Methods, by Erin Catto (Blizzard Entertainment).
  • Rendering the World of Far Cry 4, by Steve McAulley (Ubisoft Montréal).
  • VR Direct: How NVIDIA Technology is Improving the VR Experience, by Nathan Reed (NVidia).

For a more extensive list, Cédric Guillemet has been garnering links to GDC 2015 papers on his blog.

Posted in Random, Rendering | Tagged anisotropic, anti-aliasing, compiler, conference, cubemap relighting, Far Cry 4, fiber, GDC, glossiness, Google, impostor, job, lead, management, NVIDIA, optimization, physically based rendering, physics, physics simulation, programming, quaternion, reading list, rgba, seminar, SH, sky occlusion, spherical harmonics, talk, thread, trees rendering, tutorial, vegetation, virtual reality, VR | Leave a reply

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