際際滷shows by User: GaelHofemeier / http://www.slideshare.net/images/logo.gif 際際滷shows by User: GaelHofemeier / Wed, 29 Apr 2015 12:54:30 GMT 際際滷Share feed for 際際滷shows by User: GaelHofemeier How Funcom Increased Play Time in Lego Minifigures by 40% /GaelHofemeier/power-efficient-programming-gdc-2015 powerefficientprogramminggdc2015final-150429125430-conversion-gate02
With the recent gaming changes to mobile platforms from traditional desktops, the relationship between power and performance is tighter than ever. Providing the best user experience in the mobile gaming world means high performance and longer battery life. This session will teach developers practical methods to improve user experience by providing a practical overview of power issues in gaming and show how to boost the end user experience regardless of the platform's power constraints. Attendees will then walk through a practical example by Funcom to create a power saving mode in Lego Minifigures that increased gaming time by more than 40%. We will show that we can quickly reduce processor power consumption over 50% when optimizing a gaming workload by performing simple modifications such as capping the frame rate, reducing AI threads, changing the rendering resolution, and choosing the right algorithm. Developers will leave the presentation with an increased understanding of key power optimizations to take back and use in their mobile games.]]>

With the recent gaming changes to mobile platforms from traditional desktops, the relationship between power and performance is tighter than ever. Providing the best user experience in the mobile gaming world means high performance and longer battery life. This session will teach developers practical methods to improve user experience by providing a practical overview of power issues in gaming and show how to boost the end user experience regardless of the platform's power constraints. Attendees will then walk through a practical example by Funcom to create a power saving mode in Lego Minifigures that increased gaming time by more than 40%. We will show that we can quickly reduce processor power consumption over 50% when optimizing a gaming workload by performing simple modifications such as capping the frame rate, reducing AI threads, changing the rendering resolution, and choosing the right algorithm. Developers will leave the presentation with an increased understanding of key power optimizations to take back and use in their mobile games.]]>
Wed, 29 Apr 2015 12:54:30 GMT /GaelHofemeier/power-efficient-programming-gdc-2015 GaelHofemeier@slideshare.net(GaelHofemeier) How Funcom Increased Play Time in Lego Minifigures by 40% GaelHofemeier With the recent gaming changes to mobile platforms from traditional desktops, the relationship between power and performance is tighter than ever. Providing the best user experience in the mobile gaming world means high performance and longer battery life. This session will teach developers practical methods to improve user experience by providing a practical overview of power issues in gaming and show how to boost the end user experience regardless of the platform's power constraints. Attendees will then walk through a practical example by Funcom to create a power saving mode in Lego Minifigures that increased gaming time by more than 40%. We will show that we can quickly reduce processor power consumption over 50% when optimizing a gaming workload by performing simple modifications such as capping the frame rate, reducing AI threads, changing the rendering resolution, and choosing the right algorithm. Developers will leave the presentation with an increased understanding of key power optimizations to take back and use in their mobile games. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/powerefficientprogramminggdc2015final-150429125430-conversion-gate02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> With the recent gaming changes to mobile platforms from traditional desktops, the relationship between power and performance is tighter than ever. Providing the best user experience in the mobile gaming world means high performance and longer battery life. This session will teach developers practical methods to improve user experience by providing a practical overview of power issues in gaming and show how to boost the end user experience regardless of the platform&#39;s power constraints. Attendees will then walk through a practical example by Funcom to create a power saving mode in Lego Minifigures that increased gaming time by more than 40%. We will show that we can quickly reduce processor power consumption over 50% when optimizing a gaming workload by performing simple modifications such as capping the frame rate, reducing AI threads, changing the rendering resolution, and choosing the right algorithm. Developers will leave the presentation with an increased understanding of key power optimizations to take back and use in their mobile games.
How Funcom Increased Play Time in Lego Minifigures by 40% from Gael Hofemeier
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Play faster and longer: How Square Enix maximized Android* performance and battery life with Hitman:Go /slideshow/play-faster-and-longer-how-square-enix-maximized-android-performance-and-battery-life-with-hitmango/47572764 play-faster-and-longerhitmangofinal-150429124733-conversion-gate02
Its important for developers to deliver the best possible performance and power efficiency for their Android games. With the addition of native x86 Android support in Unity*, Square Enix was able to take advantage of the new feature with their popular title Hitman GOone of the first games published with x86 Android native support developed with Unity. In this session we will discuss how Hitman GOs design by constraints philosophy allowed the developers to deliver a polished, high-end experience to mobile devices. We will then walk the audience through adding x86 support to a previously ARM*-only project. Finally, we will show how to use Intel速 Graphics Performance Analyzers toolset to provide the best possible user experience, ensuring that users on the top tablet silicon achieve the highest power and performance. Developers will come out of this presentation with new insights about the Android ecosystem and tools/techniques to optimize their apps to provide a better experience on all levels of hardware to reach as many end users as possible.]]>

Its important for developers to deliver the best possible performance and power efficiency for their Android games. With the addition of native x86 Android support in Unity*, Square Enix was able to take advantage of the new feature with their popular title Hitman GOone of the first games published with x86 Android native support developed with Unity. In this session we will discuss how Hitman GOs design by constraints philosophy allowed the developers to deliver a polished, high-end experience to mobile devices. We will then walk the audience through adding x86 support to a previously ARM*-only project. Finally, we will show how to use Intel速 Graphics Performance Analyzers toolset to provide the best possible user experience, ensuring that users on the top tablet silicon achieve the highest power and performance. Developers will come out of this presentation with new insights about the Android ecosystem and tools/techniques to optimize their apps to provide a better experience on all levels of hardware to reach as many end users as possible.]]>
Wed, 29 Apr 2015 12:47:33 GMT /slideshow/play-faster-and-longer-how-square-enix-maximized-android-performance-and-battery-life-with-hitmango/47572764 GaelHofemeier@slideshare.net(GaelHofemeier) Play faster and longer: How Square Enix maximized Android* performance and battery life with Hitman:Go GaelHofemeier Its important for developers to deliver the best possible performance and power efficiency for their Android games. With the addition of native x86 Android support in Unity*, Square Enix was able to take advantage of the new feature with their popular title Hitman GOone of the first games published with x86 Android native support developed with Unity. In this session we will discuss how Hitman GOs design by constraints philosophy allowed the developers to deliver a polished, high-end experience to mobile devices. We will then walk the audience through adding x86 support to a previously ARM*-only project. Finally, we will show how to use Intel速 Graphics Performance Analyzers toolset to provide the best possible user experience, ensuring that users on the top tablet silicon achieve the highest power and performance. Developers will come out of this presentation with new insights about the Android ecosystem and tools/techniques to optimize their apps to provide a better experience on all levels of hardware to reach as many end users as possible. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/play-faster-and-longerhitmangofinal-150429124733-conversion-gate02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Its important for developers to deliver the best possible performance and power efficiency for their Android games. With the addition of native x86 Android support in Unity*, Square Enix was able to take advantage of the new feature with their popular title Hitman GOone of the first games published with x86 Android native support developed with Unity. In this session we will discuss how Hitman GOs design by constraints philosophy allowed the developers to deliver a polished, high-end experience to mobile devices. We will then walk the audience through adding x86 support to a previously ARM*-only project. Finally, we will show how to use Intel速 Graphics Performance Analyzers toolset to provide the best possible user experience, ensuring that users on the top tablet silicon achieve the highest power and performance. Developers will come out of this presentation with new insights about the Android ecosystem and tools/techniques to optimize their apps to provide a better experience on all levels of hardware to reach as many end users as possible.
Play faster and longer: How Square Enix maximized Android* performance and battery life with Hitman:Go from Gael Hofemeier
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OIT to Volumetric Shadow Mapping, 101 Uses for Raster-Ordered Views using DirectX 12 /slideshow/oit-tovolumetricshadowmapping-47572450/47572450 oit-to-volumetric-shadow-mapping-150429124009-conversion-gate01
One of the new features of DirectX 12 is Raster-Ordered Views. This adds Ordering back into Unordered Access Views, removing race conditions within a pixel shader when multiple in-flight pixels write to the same XY screen coordinates. This allows algorithms that previously required link lists of pixel data to be efficiently processed in bounded memory. The talk shows how everything from Order Independent Transparency to Volumetric shadow mapping and even post processing can benefit from using Raster-Ordered Views to provide efficient and more importantly robust solutions suitable for real-time games. The session uses a mixture of real-world examples of where these algorithms have already been implemented in games and forward-looking research to show some of the exciting possibilities that open up with this new ability coming to DirectX.]]>

One of the new features of DirectX 12 is Raster-Ordered Views. This adds Ordering back into Unordered Access Views, removing race conditions within a pixel shader when multiple in-flight pixels write to the same XY screen coordinates. This allows algorithms that previously required link lists of pixel data to be efficiently processed in bounded memory. The talk shows how everything from Order Independent Transparency to Volumetric shadow mapping and even post processing can benefit from using Raster-Ordered Views to provide efficient and more importantly robust solutions suitable for real-time games. The session uses a mixture of real-world examples of where these algorithms have already been implemented in games and forward-looking research to show some of the exciting possibilities that open up with this new ability coming to DirectX.]]>
Wed, 29 Apr 2015 12:40:09 GMT /slideshow/oit-tovolumetricshadowmapping-47572450/47572450 GaelHofemeier@slideshare.net(GaelHofemeier) OIT to Volumetric Shadow Mapping, 101 Uses for Raster-Ordered Views using DirectX 12 GaelHofemeier One of the new features of DirectX 12 is Raster-Ordered Views. This adds Ordering back into Unordered Access Views, removing race conditions within a pixel shader when multiple in-flight pixels write to the same XY screen coordinates. This allows algorithms that previously required link lists of pixel data to be efficiently processed in bounded memory. The talk shows how everything from Order Independent Transparency to Volumetric shadow mapping and even post processing can benefit from using Raster-Ordered Views to provide efficient and more importantly robust solutions suitable for real-time games. The session uses a mixture of real-world examples of where these algorithms have already been implemented in games and forward-looking research to show some of the exciting possibilities that open up with this new ability coming to DirectX. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/oit-to-volumetric-shadow-mapping-150429124009-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> One of the new features of DirectX 12 is Raster-Ordered Views. This adds Ordering back into Unordered Access Views, removing race conditions within a pixel shader when multiple in-flight pixels write to the same XY screen coordinates. This allows algorithms that previously required link lists of pixel data to be efficiently processed in bounded memory. The talk shows how everything from Order Independent Transparency to Volumetric shadow mapping and even post processing can benefit from using Raster-Ordered Views to provide efficient and more importantly robust solutions suitable for real-time games. The session uses a mixture of real-world examples of where these algorithms have already been implemented in games and forward-looking research to show some of the exciting possibilities that open up with this new ability coming to DirectX.
OIT to Volumetric Shadow Mapping, 101 Uses for Raster-Ordered Views using DirectX 12 from Gael Hofemeier
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How to create a high quality, fast texture compressor using ISPC /slideshow/high-quality-fastdx11texturecompression/47572343 high-qualityfast-dx11-texture-compression-150429123701-conversion-gate01
Due to demand, we have been looking into effective compression of the new DirectX* 11 texture formats (BC7, BC6H). This led us to publish a highly efficient ISPC-based texture compressor, under a permissive license, that has now been integrated into several content pipelines. Well present how these formats work, why you want to use them, and how our implementation is an improvement over previous software (including some running on discrete GPUs!). Well perform a deep dive into the algorithms that enable us to achieve high efficiency and the way we used ISPC to leverage SIMD processing on a wide array of platforms, then discuss future plans.]]>

Due to demand, we have been looking into effective compression of the new DirectX* 11 texture formats (BC7, BC6H). This led us to publish a highly efficient ISPC-based texture compressor, under a permissive license, that has now been integrated into several content pipelines. Well present how these formats work, why you want to use them, and how our implementation is an improvement over previous software (including some running on discrete GPUs!). Well perform a deep dive into the algorithms that enable us to achieve high efficiency and the way we used ISPC to leverage SIMD processing on a wide array of platforms, then discuss future plans.]]>
Wed, 29 Apr 2015 12:37:01 GMT /slideshow/high-quality-fastdx11texturecompression/47572343 GaelHofemeier@slideshare.net(GaelHofemeier) How to create a high quality, fast texture compressor using ISPC GaelHofemeier Due to demand, we have been looking into effective compression of the new DirectX* 11 texture formats (BC7, BC6H). This led us to publish a highly efficient ISPC-based texture compressor, under a permissive license, that has now been integrated into several content pipelines. Well present how these formats work, why you want to use them, and how our implementation is an improvement over previous software (including some running on discrete GPUs!). Well perform a deep dive into the algorithms that enable us to achieve high efficiency and the way we used ISPC to leverage SIMD processing on a wide array of platforms, then discuss future plans. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/high-qualityfast-dx11-texture-compression-150429123701-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Due to demand, we have been looking into effective compression of the new DirectX* 11 texture formats (BC7, BC6H). This led us to publish a highly efficient ISPC-based texture compressor, under a permissive license, that has now been integrated into several content pipelines. Well present how these formats work, why you want to use them, and how our implementation is an improvement over previous software (including some running on discrete GPUs!). Well perform a deep dive into the algorithms that enable us to achieve high efficiency and the way we used ISPC to leverage SIMD processing on a wide array of platforms, then discuss future plans.
How to create a high quality, fast texture compressor using ISPC from Gael Hofemeier
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Efficient Rendering with DirectX* 12 on Intel速 Graphics /slideshow/efficient-rendering-with-directx-12-on-intel-graphics/47572150 efficient-rendering-with-directx-12-on-intel-graphics-150429123119-conversion-gate01
DirectX 12 is coming, and it brings significant improvements to the performance and power efficiency of rendering. In this session, attendees will learn how to best exploit these gains on Intel graphics hardware. We will discuss how the new API maps to 4th and 5th generation Intel速 Core graphics hardware and give examples of how to minimize overhead and maximize efficiency on both the CPU and GPU.]]>

DirectX 12 is coming, and it brings significant improvements to the performance and power efficiency of rendering. In this session, attendees will learn how to best exploit these gains on Intel graphics hardware. We will discuss how the new API maps to 4th and 5th generation Intel速 Core graphics hardware and give examples of how to minimize overhead and maximize efficiency on both the CPU and GPU.]]>
Wed, 29 Apr 2015 12:31:19 GMT /slideshow/efficient-rendering-with-directx-12-on-intel-graphics/47572150 GaelHofemeier@slideshare.net(GaelHofemeier) Efficient Rendering with DirectX* 12 on Intel速 Graphics GaelHofemeier DirectX 12 is coming, and it brings significant improvements to the performance and power efficiency of rendering. In this session, attendees will learn how to best exploit these gains on Intel graphics hardware. We will discuss how the new API maps to 4th and 5th generation Intel速 Core graphics hardware and give examples of how to minimize overhead and maximize efficiency on both the CPU and GPU. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/efficient-rendering-with-directx-12-on-intel-graphics-150429123119-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> DirectX 12 is coming, and it brings significant improvements to the performance and power efficiency of rendering. In this session, attendees will learn how to best exploit these gains on Intel graphics hardware. We will discuss how the new API maps to 4th and 5th generation Intel速 Core graphics hardware and give examples of how to minimize overhead and maximize efficiency on both the CPU and GPU.
Efficient Rendering with DirectX* 12 on Intel Graphics from Gael Hofemeier
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Edge detection-based post-processing in Warlords of Draenor /slideshow/edge-detectionbasedpostprocessinginwarlordsofdraenor/47571840 edge-detection-based-post-processing-in-warlords-of-draenor-150429122258-conversion-gate02
In this Session, we will present three new post-processing techniques added to the Warlords of Draenor expansion to World of Warcraft*. We will look at how we integrated Conservative Morphological Anti-Aliasing (CMAA) and the extensions required to Warcrafts post-processing pipeline, some of the problems faced, and the solutions under investigation. The session will also look at the evolution of the Character and Quest object Outlining technique from its Diablo* 3 origins to its implementation in World of Warcraft. The third technique is the sketch shader. Inspired by the opening cinematic in Diablo 3, this technique provides a real-time pen & ink on a scroll look that is used as an effective storytelling device.]]>

In this Session, we will present three new post-processing techniques added to the Warlords of Draenor expansion to World of Warcraft*. We will look at how we integrated Conservative Morphological Anti-Aliasing (CMAA) and the extensions required to Warcrafts post-processing pipeline, some of the problems faced, and the solutions under investigation. The session will also look at the evolution of the Character and Quest object Outlining technique from its Diablo* 3 origins to its implementation in World of Warcraft. The third technique is the sketch shader. Inspired by the opening cinematic in Diablo 3, this technique provides a real-time pen & ink on a scroll look that is used as an effective storytelling device.]]>
Wed, 29 Apr 2015 12:22:58 GMT /slideshow/edge-detectionbasedpostprocessinginwarlordsofdraenor/47571840 GaelHofemeier@slideshare.net(GaelHofemeier) Edge detection-based post-processing in Warlords of Draenor GaelHofemeier In this Session, we will present three new post-processing techniques added to the Warlords of Draenor expansion to World of Warcraft*. We will look at how we integrated Conservative Morphological Anti-Aliasing (CMAA) and the extensions required to Warcrafts post-processing pipeline, some of the problems faced, and the solutions under investigation. The session will also look at the evolution of the Character and Quest object Outlining technique from its Diablo* 3 origins to its implementation in World of Warcraft. The third technique is the sketch shader. Inspired by the opening cinematic in Diablo 3, this technique provides a real-time pen & ink on a scroll look that is used as an effective storytelling device. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/edge-detection-based-post-processing-in-warlords-of-draenor-150429122258-conversion-gate02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this Session, we will present three new post-processing techniques added to the Warlords of Draenor expansion to World of Warcraft*. We will look at how we integrated Conservative Morphological Anti-Aliasing (CMAA) and the extensions required to Warcrafts post-processing pipeline, some of the problems faced, and the solutions under investigation. The session will also look at the evolution of the Character and Quest object Outlining technique from its Diablo* 3 origins to its implementation in World of Warcraft. The third technique is the sketch shader. Inspired by the opening cinematic in Diablo 3, this technique provides a real-time pen &amp; ink on a scroll look that is used as an effective storytelling device.
Edge detection-based post-processing in Warlords of Draenor from Gael Hofemeier
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https://cdn.slidesharecdn.com/profile-photo-GaelHofemeier-48x48.jpg?cb=1500399686 As part of Intels Platform Launch and Scale Enabling Team, I contribute to Intels success by amplifying existing software and silicon enabling programs. This includes creation and distribution of technical content relevant to software developers and hardware designers using social media channels, including Twitter, Facebook, Google+, Reddit and LinkedIn. Leveraging data analysis tools and statistics offered by social network providers, including Google Analytics, allows me to identify topics and technologies that are HOT and relevant to our community at any given time. I seek to develop strategies to boost what matters most and our customers to achieve their goal using the Intel Black http://software.intel.com/en-us/blogs/author/335061 https://cdn.slidesharecdn.com/ss_thumbnails/powerefficientprogramminggdc2015final-150429125430-conversion-gate02-thumbnail.jpg?width=320&height=320&fit=bounds GaelHofemeier/power-efficient-programming-gdc-2015 How Funcom Increased P... https://cdn.slidesharecdn.com/ss_thumbnails/play-faster-and-longerhitmangofinal-150429124733-conversion-gate02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/play-faster-and-longer-how-square-enix-maximized-android-performance-and-battery-life-with-hitmango/47572764 Play faster and longer... https://cdn.slidesharecdn.com/ss_thumbnails/oit-to-volumetric-shadow-mapping-150429124009-conversion-gate01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/oit-tovolumetricshadowmapping-47572450/47572450 OIT to Volumetric Shad...