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|Session Name:||Advanced Visual Effects with DirectX 11: D3D11 Deferred Contexts|
|Track / Format:||Programming|
Brought to you with the collaboration of the industry's leading hardware and software vendors, this day-long tutorial provides an in-depth look at the Direct3D technologies used in DirectX 11, and how they can be applied to cutting-edge PC game graphics. This year we will focus exclusively on DirectX 11 and 11.1, and examine a variety of special effects that illustrate its use in real game content. This will include detailed presentations from AMD's and NVIDIA's demo and developer relation teams, as well as some of the top game developers who ship real games into the marketplace. In addition to illustrating the details of rendering advanced real-time visual effects, this tutorial will cover a series of vendor-neutral optimizations that developers need to keep in mind when designing their engines and shaders.
10-10:10am - Welcome - Nick Thibieroz (AMD)
10:10-11am - DirectX 11 Performance Reloaded - Nick Thibieroz (AMD) and Holger Grun (NVIDIA)
11:10am-12pm - Particle Shadows and Cache-Efficient Post-Processing - Louis Bavoil (NVIDIA)
12-1:30pm - Lunch break
1:30-2:20pm - DirectCompute for Gaming : Supercharge your engine with Compute Shaders - Stephan Hodes and Layla Mah (AMD)
2:30-3:25pm - A Survivor Reborn: Tomb Raider on DX11 - Jason Lacroix (Crystal Dynamics)
3:35pm-4:30pm - The Rendering Technologies of Crysis 3 - Tiago Sousa (Crytek)
4:30pm-4:40pm - Coffee break
4:40pm-5:25pm - Tiled Rendering Showdown: Forward++ vs. Deferred Rendering - Jason Stewart and Gareth Thomas (AMD)
5:30pm-6:15pm - D3D11 Deferred Contexts: Primer & Best Practices - Bryan Dudash (NVIDIA)