Focus Games

SIGGRAPH 2010 offers an unparalleled bounty of information related to game development in all conference programs:

  • Courses with significant game-development content include Advanced Techniques in Real-Time Hair Rendering and Simulation; Advances in Real-Time Rendering in 3D Graphics and Games (I & II); An Introduction to 3D Spatial Interaction With Videogame Motion Controllers; Beyond Programmable Shading (I & II); Color Enhancement and Rendering in Film and Game Production; Gazing at Games: Using Eye Tracking to Control Virtual Characters; Global Illumination Across Industries; Perceptually Motivated Graphics, Visualization, and 3D Displays; Physically Based Shading Models in Film and Game Production; Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations; and Stylized Rendering in Games.

  • Talks of direct interest to game developers include A Deferred-Shading Pipeline for Real-Time Indirect Illumination, Curvature-Dependent Reflectance Function for Rendering Translucent Materials, How to Get From 30 to 60 Frames Per Second in Video Games for "Free", Irradiance Rigs, Screen Space Classification for Efficient Deferred Shading, Split-Second Motion Blur, Practical Morphological Anti-Aliasing on the GPU, REYES Using DirectX 11, and User-Generated Terrain in ModNation Racers.

  • Live Real-Time Demos showcase cutting-edge real-time rendering applications, including games such as Blur, God of War III, and LOVE.

  • The Computer Animation Festival also features game-related content; one of the Production Sessions discusses The Making of God of War III, and the Electronic Theater and Commercials & Cinematics screening include several game commercials and cinematics.

  • In the Exhibition, various game-technology vendors show their latest products and many present Exhibitor Tech Talks of interest to game developers.

  • Several Birds of a Feather sessions focus on topics of interest to the game industry, such as COLLADA, OpenCL and OpenGL.

Beyond the content directly related to game development, film production topics are also often relevant to game developers. One example is the use of spherical harmonics and precomputed occlusion in “Avatar”, as discussed in two Talks and one Technical Paper . Other examples can be found among the many film production presentations by the makers of films such as “2012”, “Alice in Wonderland” , “Avatar”, “How to Train Your Dragon”, “Iron Man 2”, “Shrek Forever After”, “Tangled”, “The Last Airbender”, “Toy Story 3”, and “TRON: LEGACY”.

In addition to practical production techniques of short-term interest, SIGGRAPH 2010 also presents forward-looking research that is likely to guide future developments. The Technical Papers program presents advanced graphics research, Panels speculate on future research directions, and Emerging Technologies features hands-on demonstrations of novel interaction methods and devices.

And opportunities for informal collaboration and exchange are everywhere. Throughout the week, SIGGRAPH 2010 attendees meet, network, and talk shop with the world’s top computer graphics talents.

See you in LA!

Troy Dunniway

SIGGRAPH 2010 Director of Gaming

GlobeX Studios

Games Sessions

Gazing at Games: Using Eye Tracking to Control Virtual Characters

Wednesday, 28 July | 3:45 PM

This introduction to attention, eye movements, and eye-tracking technologies summarizes previous work in the field of gaze in gaming and presents two case studies in which gaze and voice were combined to control virtual characters and their behavior. The first case study, The Revenge of the Killer Penguins, is a third-person adventure-puzzle game that combines non-intrusive eye-tracking technology and voice recognition to create novel game features. The second case study, Rabbit Run, is a first-person maze game created to compare gaze and voice input with traditional techniques, such as mouse and keyboard controls. The course reviews the lessons learned in these case studies and issues relating to incorporating eye tracking in games. It also proposes ideas for how this field can be developed further to create richer interaction for characters and crowds in virtual environments.


3:45 pm

3:50 pm
Eye Tracking

4:05 pm
Related Work

4:30 pm
Case Studies

5 pm
Future Work

5:05 pm
Question & Answers

Live Real-Time Demos

Computer Animation Festival - Live Real-Time Demos
Wednesday, 28 July | 4:30 PM

Experience video games and real-time simulations that push the boundaries of what users and viewers have come to expect. No post-production, just great interactive graphics demonstrated in real time. Selected projects will be available to try in The Sandbox.


Birds of a Feather
Wednesday, 28 July | 5:15 PM

Learn more about OpenGL 4, the most widely adopted 2D/3D graphics API, from the ARB and leading OpenGL companies.

The Making of God of War III

Computer Animation Festival - Production Sessions
Thursday, 29 July | 9:00 AM

The makers of God of War III detail the creative process behind the game's ground-breaking visuals. The first part of the session follows the lead character, Kratos, from initial concept art through modeling to animation, with particular emphasis on issues specific to game animation, such as integration with player control and combat systems. The second part focuses on the game's environments and explores various approaches used to create game levels from initial concept art.

Beyond Programmable Shading I

Thursday, 29 July | 9:00 AM

There are strong indications that the future of interactive graphics programming is a more flexible model than today’s OpenGL and Direct3D pipelines. So graphics developers need to have a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive rendering pipeline. As the first in a series, this course introduces the trends and directions of this emerging field, parallel graphics architectures, parallel programming models for graphics, and researchers
who are investigating the use of these new capabilities in future rendering engines.


9 am
Looking Back, Looking Forward, Why and How is Interactive Rendering Changing

9:20 am
Five Major Challenges in Interactive Rendering

9:45 am
Running Code at a Teraflop: How a GPU Shader Core Works

10:15 am
Parallel Programming for Real-Time Graphics

10:45 am
DirectCompute Use in Real-Time Rendering Products

11:15 am
Surveying Real-Time Beyond Programmable Shading Rendering Algorithms

11:45 am
Bending the Graphics Pipeline

The Sandbox

The Sandbox
Thursday, 29 July | 9:00 AM

Test drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity.

Advanced Techniques in Real-Time Hair Rendering and Simulation

Thursday, 29 July | 9:00 AM

Hair rendering and simulation have always been challenging, especially in real time. Due to their high computational demands, they have been largely omitted in real-time applications and studied by only a small group of graphics researchers and programmers. Recent advancements in graphics hardware and software have made real-time hair rendering and simulation possible, but achieving acceptable levels of performance and quality requires specific expertise and experience.

This course reviews accumulated knowledge in real-time hair rendering and simulation, and shows how it can be applied in video games and other real-time applications. It begins with the fundamental techniques for real-time hair rendering and then presents alternative approaches, tips and tricks to achieve better performance and/or quality, an overview of various hair-simulation techniques, and implementation details of the most efficient techniques for real-time applications. The Course Notes include example source code.


9 am

9:10 am
Data Management and Rendering Pipeline
Yuksel and Tariq

9:40 am
Transparency and Antialiasing
Yuksel and Tariq

9:55 am
Hair Shading

10:45 am
Hair Shadows
Yuksel and Tariq

11:20 am
Multiple Scattering in Hair

11:35 am
Hair Dynamics for Real-time Applications
Yuksel and Tariq

Games & Real Time

Thursday, 29 July | 10:45 AM
User-Generated Terrain in ModNation Racers
This talk discusses implementation of the terrain system in the PlayStation 3 title ModNation Racers and presents details on how the system's map and brush modules work together to efficiently support user editing of all terrain parameters.
Irradiance Rigs
Popular character-lighting techniques in games suffer from inaccuracies with large objects or near-field lighting. This talk present an error-driven approach for dynamic transition between near- and far-field lighting. It also includes a more accurate model for sampling near-field lighting from disks and a flexible reflectance model.
Practical Morphological Anti-Aliasing on the GPU
This real-time method of morphological anti-aliasing on the GPU allows the use of anti-aliasing as a post process, based on a new line-length computation.
Curvature-Dependent Reflectance Function for Rendering Translucent Materials
A method for approximating the effects of subsurface scattering using a curvature-dependent reflectance function. Since the function is a local illumination model, the method synthesizes realistic translucent materials in real time. It can be easily used to stylize subsurface scattering effects.

Mobile API

Birds of a Feather
Thursday, 29 July | 1:00 PM

Get the inside track on OpenGL ES, OpenVG, OpenMAX, and all the new-media APIs being used to develop the billion-dollar, billion-user gaming and mobile multimedia markets!

Beyond Programmable Shading II

Thursday, 29 July | 2:00 PM

There are strong indications that the future of interactive graphics programming is a more flexible model than today’s OpenGL and Direct3D pipelines. So graphics developers need to have a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive rendering pipeline. This course presents the state of the art in combining traditional rendering API usage with advanced task- and data-parallel computation to increase the image quality of interactive graphics.

Leaders from graphics hardware vendors, game development, and academic research present case studies that show how general parallel computation is being combined with the traditional graphics pipeline to boost image quality and spur new graphics algorithm innovation. Each case study discusses the mix of parallel programming constructs used, details of the graphics algorithm, and how the rendering pipeline and computation interact to achieve the technical goals. The focus is on demonstrating what can currently be done, showing how it is done, and pointing out near-future trends. Topics include volumetric and hair lighting, alternative rendering pipelines including ray tracing and micropolygon rendering, in-frame data structure construction, complex image processing, and the future of graphics programming models.


2 pm
Welcome and Re-Introduction

2:05 pm
Keeping Many Cores Busy: Scheduling the Graphics Pipeline

2:35 pm
Evolving the Direct3D Pipeline for Real-Time Micropolygon Rendering

3:10 pm
Decoupled Sampling for Real-Time Graphics Pipelines

3:30 pm
Deferred Rendering for Current and Future Rendering Pipelines

3:50 pm
PantaRay: A Case Study in GPU Ray-Tracing for Movies
Fascione and Pantaleoni

4:15 pm
Wrapup: What's Next for Interactive Rendering Research?

4:30 pm
Panel: What Role Will Fixed-Function Hardware Play in Future Graphics Architectures?
Kurt Akeley

Steve Molnar
David Blythe
Mike Houston
Kayvon Fatahalian
Johan Andersson

In the News
SIGGRAPH 2010 Video