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[业界] [业界]GDC-2008 主要讲座表格。

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 楼主| 发表于 2008-2-14 22:10  ·  山东 | 显示全部楼层 |阅读模式
https://www.cmpevents.com/GD08/A ... &Ssp=&SB=4a

Voice of an Angel: Next-Gen Audio Processing and Effects for SINGSTAR on PS3

Using Wavelets on the Xbox360 for Current and Future Games

The CRYSIS of Audio

Starting with SPUs. Exploiting the Power of the Cell Sponsored by Sony

Procedural Data Generation in FAR CRY 2

One Man Army: The Characters of CRYSIS

Next-Gen Tile-Based GPUs

Lightmap Compression in HALO 3

Lighting and Material of HALO 3

Insomniac's SPU Programming Practices

From DOOM to RAGE: Pushing Boundaries

FABLE 2 ?The Big Three Features Revealed

CRYSIS Next-Gen Effects

CRYSIS in the Making

Core Techniques and Algorithms in Shader Programming

Advanced Visual Effects with Direct3D

'Do, Don't Show' ? Narrative Design in FARCRY 2.
x_9

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发表于 2008-2-14 23:09  ·  河北 | 显示全部楼层
好象快到GDC了吧 还有几天啊?

弑神者

疯狂动物城!最佳CP!

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发表于 2008-2-14 23:15  ·  重庆 | 显示全部楼层
应该又会有些大消息公布了
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 楼主| 发表于 2008-2-14 23:19  ·  山东 | 显示全部楼层
下面是引用x_9于2008-02-14 23:09发表的:
好象快到GDC了吧 还有几天啊?


2.18号啊,期待。。。

终结者

FF13系列和FF15皇家版真心喜欢者

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发表于 2008-2-15 00:09  ·  广东 | 显示全部楼层
好专业啊,期待一下
nds

轮回者

水至清无鱼~人至贱无敌

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发表于 2008-2-15 09:37  ·  浙江 | 显示全部楼层
==英盲...说的是啥啊
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 楼主| 发表于 2008-2-16 11:54  ·  山东 | 显示全部楼层
Insomniac's SPU Programming Practices
Speaker: Mike Acton (Engine Director, Insomniac Games)
Date/Time: Wednesday (February 20, 2008)  4:00pm — 5:00pm
Location (room): Room 3004, West Hall
Track: Programming
Experience Level: Advanced

Session Description
Insomniac is now on its third generation PlayStation 3 game and technology. Mike Acton, engine director, and Eric Christensen, principal engine programmer, will describe in detail the state of Insomniac's proprietary engine from RESISTANCE: FALL OF MAN and RATCHET AND CLANK FUTURE: TOOLS OF DESTRUCTION to our current project. This talk will describe the steps taken to understand the SPU, fit more code and data on the SPU, and the steady progression toward a state where the SPUs dominate our game update. Developing an engine from the ground up on any platform is a diffi*** task. This talk will cover what went wrong, what went right, and what steps are being taken to continue in a direction that we keep Insomniac on the competitive edge and prepare the studio for future platforms. This presentation will include concrete examples of some of key systems and how they've been improved over time. Step by step code examples will be used to answer common questions related to SPU programming methods, including Insomniac's techniques for breaking the 256k barrier. Details on Insomniac's use of "SPU Shaders" and the benefits of that system will also be covered.

Idea Takeaway
Attendees will be presented with large set of concrete problems and issues related to SPU programming and the details of the solutions that Insomniac has successfully used. Programmers should come away from this presentation with rules-of-thumb, practical techniques and gotchas that can be applied immediately to any project.

Intended Audience
This presentation is intended for experienced SPU programmers interested in both code/data design and low-level optimization techniques. Attendees should be familiar with the SPU instruction set and common memory transfer techniques.

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发表于 2008-2-16 11:56  ·  湖南 | 显示全部楼层
又是英语考试帖。。。

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发表于 2008-2-16 12:10  ·  台湾 | 显示全部楼层
主要個啥東西........Eji Blog個人的挑選還真當作重點。

GDC 講座數量在五天內超過400場,重要的遠遠不止這些
x_9

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发表于 2008-2-16 13:38  ·  河北 | 显示全部楼层
期待更多消息的公布啊~~~~
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