Notes and remarks
- Final room names will be provided closer to conference launch. The normal rooms fit 60 people, so we can't accomodate everyone in every session. If there are empty rooms, we'll be streaming the presentations from one room to the other to accomodate more people.
- Lunch is included in your ticket price!
Tuesday, November 12th
Program ends at 18:30.
Slot start | Room 1 | Room 2 | Room 3 | Room 4 | Big room |
---|---|---|---|---|---|
8:45 | Opening session | ||||
9:00 | Mission: Importable - Ghost of Tsushima PC Postmortem | ||||
10:00 | Break | ||||
10:30 | GPU Work Graphs | WebGPU with C++ | |||
12:30 | 🍱 Lunch | ||||
14:00 | GPU Work Graphs | WebGPU with C++ | Harnessing Wave Intrinsics For Good (And Evil) | Realtime Global Illumination in Enshrouded | |
15:00 | Realtime* Fluid Simulations | WebGPU with C++ | DirectX 12 Memory Management | VRR on Android | |
16:00 | Break | ||||
16:30 | Realtime* Fluid Simulations | WebGPU with C++ | Shipping a Vulkan game in 2024 | ||
17:30 | Realtime* Fluid Simulations | WebGPU with C++ | Solving Numerical Precision Challenges for Large Worlds in Unreal Engine 5 |
Wednesday, November 13th
Program ends at 17:30
Slot start | Room 1 | Room 2 | Room 3 | Room 4 | Big room |
---|---|---|---|---|---|
9:00 | The road to Baldur's Gate 3 | ||||
10:00 | Break | ||||
10:30 | ISPC: Making CPU SIMD fun while tracing rays! | Basic Volumetric rendering | NPR Light Rendering in Unreal Engine | ||
11:30 | ISPC: Making CPU SIMD fun while tracing rays! | Basic Volumetric rendering | Pondering Orbs: The Rendering and Art Tools of 'COCOON' | Neural Networks in the rendering loop | |
12:30 | 🍱 Lunch | ||||
14:00 | ISPC: Making CPU SIMD fun while tracing rays! | Basic Volumetric rendering | Raytracing in Snowdrop | ||
15:00 | Basic Volumetric rendering | Fog Modelling and Rendering in Enshrouded | Intro to GPU Occlusion | ||
16:00 | Break | ||||
16:30 | Gigi: A Platform for Rapid Graphics Development and Code Generation |
Thursday, November 14th
⚠ Shorter lunch break as everyone is in the same room and has practiced for two days to get lunch. There are drinks (included in the conference ticket price) at the end!
Slot start | Room 1 | Room 2 | Room 3 | Room 4 | Big room |
---|---|---|---|---|---|
9:00 | From gates to pixels: making your own graphics hardware. | ||||
10:00 | Break | ||||
10:30 | Rendering tiny glades with entirely too much ray marching | ||||
11:30 | FSR Frame Generation and Upscaling | ||||
12:15 | 🍱 Lunch | ||||
13:30 | Arm Accuracy Super Resolution: Bringing efficient spatio-temporal Super Resolution to mobile | ||||
14:30 | Occupancy Explained | ||||
15:30 | Break | ||||
16:00 | Boon or Curse: A custom rendering engine for the development of Hades and Hades II | ||||
17:00 | Closing remarks | ||||
18:00 | 🥂 Drinks (included) |