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RealTime??!! It’s amazing!!!!

Game Developer Conference (GDC) 2008 Online Slides 十月 4, 2008

Filed under: Game — kevinlin @ 10:35 上午

雖然GDC2008已經是3月之前的事情了,但是還是MEMO一下。

The followings are some slides from GDC 2008 collected online. I will update the list if new slides are found.

Valve

  • Integrating Narrative and Design: A Portal Post-Mortem. Slides
  • Stylization With a Purpose: The Illustrative World of Team Fortress 2. Slides
  • How To Go From PC to Cross Platform Development Without Killing Your Studio. Slides
  • Post Processing in The Orange Box. Slides

NVidia

  • NVIDIA Developer Toolkit Overview. Slides
  • Direct3D Day: Optimizing DirectX 10 Performance. Slides
  • Direct3D Day: Soft Shadow Mapping. Slides
  • Direct3D Day: Instanced Tesselation in DirectX 10. Slides
  • Direct3D Day: Harnessing the Power of Multiple GPUs. Slides
  • Particle-Based Fluid Simulation for Games. Slides
  • 3D Stereoscopic Game Development. Slides
  • GPU Optimization with NVIDIA Performance Tools. Slides
  • NVIDIA FX Composer 2.5 + NVIDIA Shader Debugger. Slides
  • Beyond printf(): Debugging Graphics Though Tools. Slides
  • GPU Physics for Game Programmers. Slides

ATI

  • Future-Proof Games with Real-Time Tessellation. Slides
  • Harnessing the Power of Multiple GPUs. Slides
  • Harnessing the Power of Multiple GPUs. Slides
  • DirectX10.1: DirectX 10 and then some…. Slides
  • Tessellation in a Low Poly World. Slides
  • Ultimate Graphics Performance for DirectX 10 Hardware. Slides
  • The Ultimate Developers Toolkit. Slides

Others

  • Stupid Spherical Harmonics (SH) Tricks Paper Slides

 

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