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http://schedule.gdconf.com/session/12449
Speaker/s: Bryan Dudash (NVIDIA) and Martin Mittring (Epic Games)
Day / Time / Location: Thursday 3:00- 4:00 Room 110, North Hall
Track / Format: Programming / Sponsored Session
Description: This talk will focus on next generation graphics effects developed for Epic's GDC 2011 Samaritan demo. Epic engineers, in collaboration with NVIDIA, extended the engine to support Direct3D 11 and add displacement mapping. This talk will explain the bumps encountered and overcome along the way, along with extensive details on how displacement mapping was exploited in the demo. The talk will also explain in detail the many other new graphical features highlighted in the demo: screen space surface scattering for skin rendering, deferred rendering with MSAA, short hair rendering, blurry reflections based on ray-casting an approximate scene, and high quality depth of field featuring custom bokeh.
Takeaway: 1
Eligible Passes: Main Conference Pass, Summits and Tutorials Pass, All Access Pass, Audio Pass
Bryan Dudash (NVIDIA)
DevTech Engineer
NVIDIA
Bryan is a member of NVIDIA's Developer Technology group based in Seattle, WA. He spends his time assisting game developers both in the United States and Japan to get the most out of their graphics. He is fluent in English and Japanese.
Martin Mittring (Epic Games)
Software Engineer
Epic Games
Martin Mittring, a software engineer and member of the engine team at Epic Games, used text-based computers for his early experiments, which led to a passion for computer technology and graphics in particular. He studied computer science and became part of the engine team in the German game company discreet monsters. After that he joined the German game development company Crytek. During the development of Far Cry, he improved Crytek's Polybump tools and became lead network programmer for that game, and eventually his passion for graphics led him back to his earlier work. He became lead graphics programmer and worked on the next iteration of the engine and gathered experience on next-generation console technologies. To join Epic Games and become senior graphic engineer he left his home country and moved to North Carolina, still pushing pixels to their limits.
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