Conference 5–9 August 2012
Exhibition 7–9 August 2012
Los Angeles Convention Center

Surf & Turf

Surf & Turf

Monday, 6 August 3:45 PM - 5:15 PM | Los Angeles Convention Center, Room 403AB
Session Chair: Kenny Mitchell, Disney Research Zürich

From a Calm Puddle to a Stormy Ocean: Rendering Water in Uncharted

Real-time rendering of complex and diverse water effects.

Carlos Gonzalez-Ochoa
Naughty Dog, Inc.

Eben Cook
Naughty Dog, Inc.

Doug Holder
Naughty Dog, Inc.

What if the Earth Was Flat: The Globe UI System in SSX

Combined with procedural algorithms and short-distance raytrace (relaxed cone stepping for relief mapping), the whole planet is rendered in SSX from a flat plane (eight vertices in total), which uses minimum system resources, provides pixel-level accuracy, and achieves beautiful design.

Qing Shen
Electronic Arts

Adaptive Level-of-Detail System for End of Nations

An adaptive level-of-detail system designed for an online massively multiplayer strategy game that must handle a wide range of graphics load.

Gregory Hjelstrom
Petroglyph Games

Thanh Nguyen
Petroglyph Games

Screen Space Decals in Warhammer 40,000: Space Marine

An in-depth look at s screen-space-decal technique developed for Warhammer 40,000: Space Marine not only to solve various problems with traditional decals and co-planar transparent objects in a deferred lighting engine, but also to simplify the workflow of the artists

Pope Kim
Relic Entertainment