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Demos @ AMD

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Recent Blog Entries

Odds and Ends

Gore: Rendering Wounds in Left 4 Dead 2

The Rendering Tools And Techniques Of Splinter Cell: Conviction

Ambient Occlusion by the Bucket-Load

Link Mini-Dump 08/17

Demos @ AMD

In my time at AMD I've worked on several demos and have pursued quite a few research topics and developed more than a couple prototypes of new and interesting ideas. Here are the ones that have been released to the public.

Ping-Pong Demo

Ping-Pong was the first DX10.1 application ever written and run on graphics hardware! A small hill of beans, but I'll take what I can get. The main goal of this demo was to combine techniques using new DX10.1 features for the launch of the Radeon 3800 line of cards. We used cubemap arrays to aid the computation of global illumination effects, exporting sample coverage to add MSAA to ping-pong ball impostors, direct sampling of multi-sampled depth buffers for deferred shading and ambient occlusion, and a few others in there too.

Screenshots

Related Whitepaper

MedViz

MedViz was my first real demo at AMD. It features real-time isosurface extraction using a Geometry Shader based Marching Tetrahedra implementation. I was responsible for implementing the GPU volume renderer, which included an intuitive two-dimensional transfer function editor.

Screenshots

Paper (Under Submission) - Video - Presentation from SIGGRAPH'07

Procedural Ice

Within a few weeks of starting in the group, I was asked to fill a sponsored session slot at GDC 2007. I had three weeks to come up with an idea, implement it, and talk about it to game developers at the conference. The only real criteria was that it should relate to DX10. What came out of those three weeks was this procedural ice demo. It features a fully parameterized ice/snow appearance model along with procedural icicle geometry streamed out using DX10 Geometry Shaders.

Screenshots

Presentation from GDC 2007

Ruby 4

Ruby 4: Whiteout was the biggest (in terms of production) graphics demo ever constructed by a graphics card manufacturer. It took around 2 years from storyboard to relese, but I had the misfortune of only having a small hand in this monster. I did some prototyping of a GPU-based particle system engine and implemented the CPU-based particle system that was used in the demo. My main contribution to this demo was work on the internal Sushi demo engine.

Screenshots

Video - Presentation from SIGGRAPH 2007