This website accompanies the GDC 2008 tutorial "Core Techniques and Algorithms in Shader Programming".

Contributors
Maxime Beaudoin (Graphics Programmer, Ubisoft)
Carsten Dachsbacher (University of Stuttgart, Germany)
Wolfgang Engel (Senior Graphics Programmer, Rockstar San Diego)
Jerome Ko (Bunkspeed)
Manchor Ko (Naughty Dog)
Joern Loviscach (University of Applied Sciences Bremen, Germany)
Mark McCubbin (Director/Senior Technology, Jankijo Corp.)
Marco Salvi (Lucas Arts)
Vlad Stamate (Graphics Software Engineer, Sony Computer Entertainment America)

Tutorial Description
The tutorial took 8 hours. Here is the schedule

  • Introduction by Wolfgang Engel
    • Practical Methods for Precomputed Radiance Transfer Using Spherical Harmonics I by Manchor Ko (Naughty Dog) , Jerome Ko (Bunkspeed) 60 minutes (Download)
  • Coffee Break 11:00 - 11:15
    • Practical Methods for Precomputed Radiance Transfer Using Spherical Harmonics II by Manchor Ko (Naughty Dog) , Jerome Ko (Bunkspeed) 30 minutes
    • Real Time Photon Mapping Approximation on the GPU by Vlad Stamate (SCEA) 45 minutes (Download)
  • Lunch 12:30 - 2:00
    • Highly Dense Foliage Visualization on Multi CPU/SPU Console Architectures by Mark McCubbins 45 minutes (Download)
    • Care and Feeding of Normal Vectors by Joern Loviscach (University of Applied Sciences Bremen) 45 minutes (Download)
    • TileTree Data Structure by Carsten Dachsbacher (University of Stuttgart) 30 minutes (Download)
  • Coffee Break 4:00 - 4:15
    • A Flexible Material System in Design by Maxime Beaudoin (Ubisoft) 60 minutes (Download)
    • Probabilistic Approaches to Shadow Maps Filtering by Marco Salvi (Lucas Arts) 60 minutes (Download)
  • Q & A
Click (here) to visit the page of the 2007 tutorial
Copyright© 2008 Wolfgang Engel, Carlsbad, CA All Rights Reserved