All PowerVR sessions will take place in Esplanade 302
During GDC we're inviting all mobile developers to discover the best in mobile graphics development with a day of training, insight and discovery. Meet members of the 38,000 strong PowerVR Insider ecosystem. Find out what other leading mobile developers are planning at our panel. Educate yourself on the most vibrant and fast growing segments of the games industry. Find out more
Math for Game Programmers
Monday 25th March, 14:30-15:30. Room 130, North Hall
Imagination’s Manny Ko and Robin Green (Microsoft) present Orthogonal Matching Pursuit and K-SVD for Sparse Encoding.
Over the past ten years the complexity of many games has increased, and with that so has the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation, even to some extent artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings. This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The day will focus on the issues of 3D game development important to programmers and includes programming guidance throughout. Topics begin with matrices, bases and curves, building on that to cover rotations, and then sparse basis projections using Orthogonal Matching Pursuit. The use of dual numbers and quaternions will be presented and the tutorial will finish up with in-depth talks on various computational geometry topics.
The architecture of high-end mobile graphics hardware
Tuesday 26th March, 10:00-11:00
The first half of this talk highlights the key aspects of PowerVR GPUs, including information on the new PowerVR Series6 architecture; the architecture behind high-end mobile devices set to ship in the next 6-12 months. This half also compares Series6 against PowerVR Series5/5XT, as well as other conventional GPU solutions, and provides an overview of how the hardware works.
The second half concentrates on the do’s and don'ts of graphics on PowerVR hardware, detailing our “Golden Rules”, a dozen crucial rules for getting great performance on PowerVR hardware.
Using the PowerVR SDK to optimize your renderer
Tuesday 26th March, 11:15-12:15
This talk introduces users to the PowerVR SDK, giving an overview of the Utilities, Examples and Documentation provided. It describes how the free-to-use SDK and Utilities can be utilised to streamline the development process, optimize assets and profile the rendering code for a wide range of devices with varying GPU capabilities. This talk puts an emphasis on debugging, performance analysis and optimization.
This talk then gives a run-down of the new features introduced in version 3.1, the latest version of the SDK, released in time for GDC (available at the Imagination booth).
Accelerating look development with Autodesk 3ds Max and
Autodesk Maya realtime, interactive ray traced viewports
Tuesday 26th March, 13:45-14:45
Imagination Technologies has recently launched the Caustic Visualizer ray traced viewport plugins for Autodesk 3ds Max and Maya. When coupled with the Caustic Series2 ray tracing accelerator boards, these plugins bring real-time, interactive ray tracing to even the earliest stages of modeling and lighting pipelines. Game artists using 3ds Max and Maya will learn how this solution can help them to make better-informed creative choices in both modeling and lighting pipelines. This saves cost by reducing unnecessary and time-consuming preview renders of characters and backgrounds, compared to working with traditional OpenGL or Direct3D viewports.
The future of mobile graphics
Tuesday 26th March, 15:00-16:00
In this panel, we will discuss how mobile graphics have evolved in the last 3 years and where they are going next with well-known leaders in the gaming and middleware industries. This will include how the advances in capability have affected game production workflow, best practices for handle increasing fragmentation of capabilities, input mechanisms and operating systems, and what opportunities and challenges the next generation of hardware will bring.
In the coming years, the landscape of graphics is set to under-go further advances. We will be asking our experts how the functionality of future graphics APIs will affect their rendering, if better leveraging the memory architectures of mobile platforms will enable new capabilities for developer and where new technologies such as ray tracing will fit into the equation.
Peter McGuinness, Director of Business Development, Imagination
Steve Blackmon, Director, Caustic Professional
Aras Pranckevičius, Graphic Architect, Unity
Tamas Schlagl, Technical Director, Crytek Budapest
Julien Merceron, Worldwide Technology Director, Square Enix
More panellists to be confirmed.