Graphics Programming Conference (Banner)

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)

Contact Us

Our team will be happy to hear from you if you have questions, suggestions or feedback for us. Drop us a line at agmgpc@buas.nl.