Geomerics: Graphics Software
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Advance Program
1 Advance Program N O L O G H Y C E T I N S P I R A T I O N N I N I O N O V A T The 41st International Conference and Exhibition on Computer Graphics and Interactive Techniques Table of Contents s2014.siggraph.org Table of Contents 2 3 Conference at a Glance 27 Real-Time Live! 4 Reasons to Attend 28 Studio 5 Conference Overview 32 Talks 7 Conference Schedule 37 Technical Papers 10 Art Gallery: Acting in Translation 50 Exhibitor Tech Talks 12 Art Papers 51 Exhibitor List (as of 6 June) 13 Computer Animation Festival 52 Job Fair Participants (as of 6 June) 14 Courses (See Studio for more Courses.) 53 General Information 18 Emerging Technologies 54 Registration Fee Information 20 Panels 55 Conference Committee 22 Production Sessions 56 Co-Located Events Cover images left to right: 1. Mesh Denoising via L0 Minimization © 2013 Lei He & Scott Schaefer, Texas A&M University. 2. ORU BURUS © 2013 Supinfocom Valenciennes, Autour de Minuit. 3. Weighted Averages on Surfaces Using Phong Projection © 2013 Daniele Panozzo, ETH Zürich. 4. not over © 2013 Toru Hayai, Taiyo Kikaku co., ltd. 5. The Octopus and the Geisha © 2013 Edward Dawson-Taylor, EDJFX. 6. Realtime Facial Animation with On-the-fly Correctives © 2013 Hao Li, University of Southern California, Industrial Light & Magic. Table of Contents s2014.siggraph.org Conference at a Glance 3 Conference Registration Categories Schedule subject to change. F Full Conference Access S Select Conference Access E+ Exhibits Plus Ex Exhibitors 10 August 11 August 12 August 13 August -
An Overview Study of Game Engines
Faizi Noor Ahmad Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 3, Issue 5, Sep-Oct 2013, pp.1673-1693 RESEARCH ARTICLE OPEN ACCESS An Overview Study of Game Engines Faizi Noor Ahmad Student at Department of Computer Science, ACNCEMS (Mahamaya Technical University), Aligarh-202002, U.P., India ABSTRACT We live in a world where people always try to find a way to escape the bitter realities of hubbub life. This escapism gives rise to indulgences. Products of such indulgence are the video games people play. Back in the past the term ―game engine‖ did not exist. Back then, video games were considered by most adults to be nothing more than toys, and the software that made them tick was highly specialized to both the game and the hardware on which it ran. Today, video game industry is a multi-billion-dollar industry rivaling even the Hollywood. The software that drives these three dimensional worlds- the game engines-have become fully reusable software development kits. In this paper, I discuss the specifications of some of the top contenders in video game engines employed in the market today. I also try to compare up to some extent these engines and take a look at the games in which they are used. Keywords – engines comparison, engines overview, engines specification, video games, video game engines I. INTRODUCTION 1.1.2 Artists Back in the past the term ―game engine‖ did The artists produce all of the visual and audio not exist. Back then, video games were considered by content in the game, and the quality of their work can most adults to be nothing more than toys, and the literally make or break a game. -
SECO/BM Evolution
Business Model Evolution in the Game Software Ecosystem Towards a method for modelling business model evolution Graph: Game publishers and game platforms in the game software ecosystem Master Thesis MBI Thesis Candidate Niels van den Berg [email protected] Utrecht University Institute of Information and Computing Sciences Princetonplein 5, 3584 CC Utrecht, The Netherlands Date June 2015 Business Model Evolution in the Game Software Ecosystem 2 Supervisors dr. F.J. Bex Assistant Professor Utrecht University [email protected] dr. S. Jansen Assistant Professor Utrecht University [email protected] Business Model Evolution in the Game Software Ecosystem 3 Summary More than ever, video game software companies operate within networks that share markets and services on common platforms. The Game Software Ecosystem (G-SECO) encompasses many different types of organizations, each maintaining a business model (BM) that enables them to effectively fulfill their role in the SECO. These BMs are not static. To assure a strategic advantage, organizations find themselves continually evaluating and adapting their BM. New technologies and changes in demand open up ways to conduct business and entice organizations to adapt their business models in order to secure or reposition their presence in the SECOs that they are part of. It remains what this evolution looks like and how software organizations influence one another by adapting their business model. Furthermore, we know little about what the G-SECO looks like and how it influences BM-evolution for its members. This exploratory research provides insight on the effects of BM-changes within the G-SECO by investigating the evolution of business models within the video game industry. -
AP 050813.V2.Pdf
s Table of Contents Updated 8 May Table of Contents Conference at a Glance 3 Reasons to Attend 4 Conference Overview 5 Art Gallery, XYZN: Scale 8 Art Papers 9 Computer Animation Festival 10 Courses 11 Emerging Technologies 14 Production Sessions 15 Real-Time Live! 17 SIGGRAPH Mobile 18 Talks 20 Technical Papers 23 Exhibitor Tech Talks 34 Exhibitor List 36 General Information 38 Technical Materials 39 Registration Fee Information 40 SIGGRAPH 2013 Conference Committee 41 Co-Located Events 42 www.siggraph.org/s2013 SIGGRAPH 2013 Advance Program | Table of Contents 2 s Table of Contents Updated 8 May Conference at a Glance Conference schedule subject to change. Conference Registration Categories F Full Conference Access S Select Conference Access E+ Exhibits Plus E Exhibits Only Ex Exhibitors Sunday, 21 July Monday, 22 July Tuesday, 23 July Wednesday, 24 July Thursday, 25 July Registration/ 8 am-6 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-1pm Merchandise Pickup Center SIGGRAPH Store 8 am-6 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-5 pm F S ACM SIGGRAPH Award Presentations 10:45-11:30 am F S ACM SIGGRAPH Award Talks 2-3:30 pm ACM Student Research 2-3:30 pm Competition Final Presentation F S E+ Ex Art Gallery noon-5:30 pm 9 am-5:30 pm 9 am-5:30 pm 9 am-5:30 pm 9 am-1 pm F Art Papers 9 am-12:15 pm F S Ex Birds of a Feather Throughout the week Business Symposium 8:30 am-5:30 pm (Additional fee required) F S Computer Animation Festival 6-8 pm 6-8 pm 6-8 pm 10:45 am-12:30 pm Electronic Theater F S Computer Animation Festival 9 am-5 -
Fabien Christin Senior Lighting Artist GDC 2016
Fabien Christin Senior Lighting Artist GDC 2016 • Gorgeous futuristic office spaces and rooftops • Lighting was a big part of the art direction • Gorgeous futuristic office spaces and rooftops • Lighting was a big part of the art direction • Lighting is Static • Using Beast inside Unreal Engine 3 • Baked Direct and Indirect Lighting • High Resolution lightmaps • 1 pixel per cm • Directional irradiance • 25 hours to render 1 level • Large city as a playground • Free roaming • Exploration • Living world • Day cycle • Vibrant world • Immersion • Living world • Day cycle • Vibrant world • Immersion • Strong narration • City of Glass history • Rise of Faith • Creating a Time of Day system • Can we even make Mirror’s Edge with dynamic lighting? • Making beliveable characters for cinematics • Creating stylized images with Physically Based rendering • Frostbite transitioned to PRR http://www.frostbite.com/2014/11/movin g-frostbite-to-pbr/ • Specular: Microfacet model with GGX normal distribution function • Diffuse: Disney Diffuse with energy renormalization • Now industry standard • Easier to author textures with other softwares • Base Color • sRGB 40 – 230 • Smoothness • Artist driven • Reflectance • Controls fresnel curve of reflections • Physically correct values to follow • Metal mask • Dynamic Time of Day loves PBR • Shading for every lighting conditions • Accurate reflections of the environment • Game camera is a physical camera • Accurate Exposure values: Shutter Speed, Aperture, ISO • Realistic Depth of Field • Useful EXIF data • White -
Video Game Private Placement Digital Security Offering
2,00 VIDEO GAME PRIVATE PLACEMENT DIGITAL SECURITY OFFERING DISCLAIMERS AND CONFIDENTIALITY This document includes the confidential information of Planet Digital Partners, Inc. and should be maintained in confidence and used solely to understand the Planet Digital Partners network. This document should not be copied, distributed or reproduced in whole or in part, nor passed to any third party without the written permission of Planet Digital Partners, Inc. This document does not constitute an offer to sell or the solicitation of an offer to purchase security. The offer or sale of security by Planet Digital Partners, Inc., if any, shall be through a private placement memorandum, which will be provided to qualified investors only. This whitepaper constitutes a technical description of the business purpose, function, and financial value of the Planet Digital Partners (PDP) participatory and collaborative video game marketplace, the creation and promotion of The Rocket Token™ (RKT), and the business purpose, function, and financial and social value of PDP’s platform for gamers, developers, and platform operators. PDP and its affiliates shall have no liability for damages of any kind arising out of the use, reference to, or reliance on this whitepaper or any of the content contained herein, even if advised of the possibility of such damages. This paper is a description of the current and planned PDP ecosystem, the participants designing and developing it, and the project being undertaken in bringing it to fruition. As such, this paper may contain predictions, estimates or other information that might be considered forward-looking. Forward-looking statements include, without limitation, any statement that may predict, forecast, indicate, or imply future results, performance or achievements, and may contain the words “estimate,” “project,” “intend,” “forecast,” “anticipate,” “plan,” “planning,” “expect,” “believe,” “will likely,” “should,” “could,” “would,” “may” or words or expressions of similar meaning. -
BORN DIGITAL / GROWN DIGITAL: Assessing the Future Competitiveness of the EU Video Games Software Industry
BORN DIGITAL / GROWN DIGITAL: ASSESSING THE FUTURE COMPETITIVENESS OF THE EU VIDEO GAMES SOFTWARE INDUSTRY G. De Prato, C. Feijóo, D. Nepelski, M. Bogdanowicz, J.P. Simon EUR 24555 EN - 2010 The mission of the JRC-IPTS is to provide customer-driven support to the EU policy- making process by developing science-based responses to policy challenges that have both a socio-economic as well as a scientific/technological dimension. European Commission Joint Research Centre Institute for Prospective Technological Studies Contact information Address: Edificio Expo. c/ Inca Garcilaso, 3. E-41092 Seville (Spain) E-mail: [email protected] Tel.: +34 954488318 Fax: +34 954488300 http://ipts.jrc.ec.europa.eu http://www.jrc.ec.europa.eu Legal Notice Neither the European Commission nor any person acting on behalf of the Commission is responsible for the use which might be made of this publication. Europe Direct is a service to help you find answers to your questions about the European Union Freephone number (*): 00 800 6 7 8 9 10 11 (*) Certain mobile telephone operators do not allow access to 00 800 numbers or these calls may be billed. A great deal of additional information on the European Union is available on the Internet. It can be accessed through the Europa server http://europa.eu/ JRC 60711 EUR 24555 EN ISBN 978-92-79-17116-1 ISSN 1018-5593 doi:10.2791/47364 Luxembourg: Publication Office of the European Union © European Union, 2010 Reproduction is authorised provided the source is acknowledged Printed in Spain Acknowledgements This report was carried out by the Information Society Unit at the Institute for Prospective Technological Studies (JRC-IPTS). -
Game Developer | Xxxxx Xxxx 1 Game Plan // Brandon Sheffield Game Developer Magazine
THE LEADING GAME INDUSTRY MAGAZINE vo L 1 8 N o 7 august 2 0 1 1 I N S I D E : tiling p erlin N o ise : A ne w te c hni q ue THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO5 CONTENTS.0811 VOLUME 18 NUMBER 07 AUGUST 2011 INSIDE: 10TH ANNUAL SALARY SURVEY POSTMORTEMS 12 TOTAL WAR: SHOGUN 2 TOTAL WAR: SHOGUN 2 is the latest in a long line of TOTAL WAR games, and this time the game focused in, rather than expanding the universe outward. This turned out to be the critical tipping point toward success for the team, as the studio struggled with multiple projects and an increasingly branched codebase. By James Russell 20 TERMINATOR SALVATION—THE ARCADE GAME Making arcade games is a lost art to much of the game industry, but Play Mechanix and Raw Thrills have been keeping the fires burning for many years now. This postmortem shows what it takes to make a modern arcade game, from software to cabinet. By Scott Matott FEATURES 7 RANDOM STRUCTURE Perlin oise has become a staple of many randomized or procedural actions in games. But what if you wanted this randomization to tile, for seamless world creation, or art purposes? Joshua Tippets has a heretofore unseen solution. By Joshua Tippetts DEPARTMENTS 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Most Likely To Achieve 4 HEADS UP DISPLAY [NEWS] Arcade! returns to France, and arcade game development tips. 27 GDC ONLINE PREVIEW By Frank Cifaldi [PREVIEW] Top session picks 30 TOOL BOX By Bijan Forutanpour [REVIEW] Donya Labs' Simplygon 34 THE INNER PRODUCT By Paul Laska [PROGRAMMING] Ready, Set, Allocate! -
Carleton University Electronic Arts Incorporated Capstone Report
Carleton University Electronic Arts Incorporated Capstone Report Jenna Calvano 100790081 Katarzyna Gnatek 100795176 Zachary Shore 100795766 BUSI 4609 G Carol-Ann Tetrault Sirsly Due March 20th 2013 Table of Contents 1.0 Executive Summary .................................................................................................................1 2.0 Introduction ..............................................................................................................................4 2.1 Brief Overview of Case ........................................................................................................5 Macro Environment: TESP Opportunities/ Threat Analysis 3.0 Technology Environment .......................................................................................................4 3.1 Mobile Transition............................................................................................................................ 5 3.2 MMOGs .......................................................................................................................................... 5 3.3 Data Center Hosting and Digital Distribution .............................................................................. 5 3.4 User Modifications .......................................................................................................................... 5 3.5 Controller Innovation ..................................................................................................................... 5 3.6 3D Technology ................................................................................................................................ -
EMERGING COMPANIES SUMMIT August 26-27, 2008 Marriott San
Color: Front Cover (glossy card stock) EMERGING COMPANIES SUMMIT August 26-27, 2008 Marriott San Jose, CA Sponsored by Foreword: Thank you for attending NVISION 08 and NVIDIA's first annual Emerging Companies Summit! Visual computing has moved far beyond just gaming and is now pervasive in our everyday lives. Graphics Processing Units (GPUs) help power Windows Vista, applications such as Google Earth, 3D user interfaces, HD video playback, virtual worlds, and other lifestyle and web applications. In addition, GPUs have emerged as a superior platform for many non-graphics applications. They are now designed and used to accelerate high-performance computing applications ranging from financial market analyses, electromagnetic simulations, oil and gas exploration, and other scientific calculations. On behalf of the entire NVIDIA Business Development Team, we are thrilled to bring you this first-ever event focused on the ecosystem of companies leveraging visual computing and the GPU. We have sixty of the most relevant and creative companies here to present, and quite frankly this is just the tip of the iceberg. These companies are the innovators that will fuel the continued growth of the GPU platform and the entire visual computing ecosystem. Our hope is that this unique Summit will serve as a catalyst for innovation, partnerships and other strategic business opportunities. I would like to add a special note of thanks to all of our sponsors – Cooley Godward Kronish, Ernst & Young, Sutter Hill Ventures, Morgan Stanley & RR Donnelley – for helping