The document summarizes sessions from the 2015 Game Developers Conference (GDC) related to high-end graphics. It provides details on sessions focused on specific AAA titles like Sunset Overdrive, Far Cry 4, Destiny, and Assassin's Creed Unity. It also discusses sessions on new graphics technologies like DirectX 12 and Vulkan. Additional sessions covered topics such as virtual reality, game engines, middleware, and techniques from developers like Naughty Dog and Insomniac Games.
5. 主なAAAタイトル
• Sunset Overdrive
– Animation Bootcamp: Locomotion of Sunset Overdrive
– Sunset City Express: Improving the NavMesh Pipeline in Sunset Overdrive
– Order from Chaos: The Art Direction of Sunset Overdrive
– Streaming in Sunset Overdrive's Open World
– AI in the Awesomepocalypse - Creating the Enemies of Sunset Overdrive
– Procedural and Automation Techniques for Design and Production of Sunset Overdrive
– Player Choice of Gender and Body Type in Sunset Overdrive
– The Ultimate Trim: Texturing Techniques of Sunset Overdrive
– The Simplest AI Trick in the Book
• Far Cry 4
– The Color of Enlightenment: Defining Shangri-La Within Far Cry 4
– Far Cry 4, Assassin's Creed Unity and War Thunder: Spicing Up PC Graphics with GameWorks (Presented by NVIDIA)
– Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to Compute Shaders
– Grounding Wildlife in the Mountains of Far Cry 4
– Far Cry 4: Gameplay Team Workflow, Iteration and Philosophy
– Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline
– Adaptive Virtual Texture Rendering in Far Cry 4
– Rendering the World of Far Cry 4
• Destiny
– Character Cloth and Hair Tools in Bungie's Destiny (Presented by Autodesk)
– The Art of First Person Animation for Destiny
– Tools-Based Rigging in Bungie's Destiny
– Multithreading the Entire Destiny Engine
– Destiny's Multithreaded Rendering Architecture
– Lessons from the Core Engine Architecture of Destiny
– Shared World Shooter: Destiny's Networked Mission Architecture
• Assassin's Creed Unity
– Igniting the Shared Experience with Cinematics in Assassin's Creed Unity
– Far Cry 4, Assassin's Creed Unity and War Thunder: Spicing Up PC Graphics with GameWorks (Presented by NVIDIA)
– Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to Compute Shaders
– Massive Crowd on Assassin's Creed Unity: AI Recycling
– Networking Gameplay and AI in Assassin's Creed Unity
– Postmortem: Developing Systemic Crowd Events on Assassin's Creed Unity
6. Sunset Overdrive
• 日本マイクロソフト, Insomniac Games (ラチェット&クランク, RESISTANCE等)
• XboxOne(未定)
• Engine: I.N.S.O.M.E. V.6.0
• GDCセッション
– Animation Bootcamp: Locomotion of Sunset Overdrive
– Sunset City Express: Improving the NavMesh Pipeline in Sunset Overdrive
– Order from Chaos: The Art Direction of Sunset Overdrive
– Streaming in Sunset Overdrive's Open World
– AI in the Awesomepocalypse - Creating the Enemies of Sunset Overdrive
– The Simplest AI Trick in the Book
– Procedural and Automation Techniques for Design and Production of Sunset Overdrive
– Player Choice of Gender and Body Type in Sunset Overdrive
– The Ultimate Trim: Texturing Techniques of Sunset Overdrive
– SIMD at Insomniac Games: How We Do the Shuffle
• 日本語記事
– 「Sunset Overdrive」に求められた“新しい
オープンワールド”
• http://game.watch.impress.co.jp/docs/news/
20150304_691144.html
– ヒーローを執拗に追う怪物を生み出す
「Sunset Overdrive」のAI
• http://game.watch.impress.co.jp/docs/news/
20150307_691684.html
7. Far Cry 4
• ユービーアイソフト (モントリオールスタジオ)
• PS4、PS3、Xbox One(2015年1月29日)
• Engine: Dunia Engine 2
• GDCセッション
– Grounding Wildlife in the Mountains of Far Cry 4
– Rendering the World of Far Cry 4
– The Color of Enlightenment: Defining Shangri-La Within Far Cry 4
– Far Cry 4, Assassin's Creed Unity and War Thunder: Spicing Up PC Graphics with GameWorks (Presented by NVIDIA)
– Adaptive Virtual Texture Rendering in Far Cry 4
– Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to Compute Shaders
– Far Cry 4: Gameplay Team Workflow, Iteration and Philosophy
– Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline
• 日本語記事
– [GDC 2015]「Far Cry 4」の色使いを
アートディレクターが解説。シャングリラの
赤い草やミンの兵士の青い制服は,
こうして決められた
• http://www.4gamer.net/games/257/
G025740/20150307015/
8. Destiny
• Bungie (Halo等)
• PlayStation®4/PlayStation®3 ( 2014年9月11日(木))
• GDCセッション
– Character Cloth and Hair Tools in Bungie's Destiny (Presented by Autodesk)
– The Art of First Person Animation for Destiny
– Tools-Based Rigging in Bungie's Destiny
– Shared World Shooter: Destiny's Networked Mission Architecture
– Multithreading the Entire Destiny Engine
– Destiny's Multithreaded Rendering Architecture
– Lessons from the Core Engine Architecture of Destiny
• 日本語記事
– グローバルタイトルのローカライズの
実際 ~Bungie『Destiny』のローカ
ライズ現場から【GDC 2015】
• http://www.famitsu.com/news/
201503/10073642.html
9. Assassin's Creed Unity
• ユービーアイソフト (モントリオールスタジオ)
• PlayStation 4 / Xbox One (2014年11月20日)
• Engine: AnvilNext Engine
• GDCセッション
– Postmortem: Developing Systemic Crowd Events on Assassin's Creed Unity
– Massive Crowd on Assassin's Creed Unity: AI Recycling
– Igniting the Shared Experience with Cinematics in Assassin's Creed Unity
– Networking Gameplay and AI in Assassin's Creed Unity
– Far Cry 4, Assassin's Creed Unity and War Thunder: Spicing Up PC Graphics with GameWorks (Presented by NVIDIA)
– Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to Compute Shaders
• 日本語記事
– 「アサシン クリード ユニティ」の大群集
はマイクロ秒単位の積み重ね!!
• http://game.watch.impress.co.jp/docs/
news/20150307_691715.html
– 「生き生きとした18世紀のパリ」を
表現してみせた「Assassin‘s Creed
Unity」の群集とイベント制御手法
• http://www.4gamer.net/games/251/
G025157/20150313114/
10. その他、事例セッション
• Capturing The Last of Us: Motion Capture Pipeline
– Speaker: Damon Shelton (Naughty Dog)
• Parallelizing the Naughty Dog Engine Using Fibers
– Speaker: Christian Gyrling (Naughty Dog)
• Innovations in The Sims 4 Character Creator
– Speaker: Sri Nair (Electronic Arts)
• In Your Hands: The Character (of Watch_Dogs)
– Speaker: David Therriault (Ubisoft Montreal)
• Strategies for Efficient Authoring of Content in Middle-earth: Shadow of Mordor
– Speaker: Doug Heimer (Monolith Productions)
• The Technology of The Tomorrow Children
– Speaker: James McLaren (Q-Games Ltd)
• Finding Balance: Realizing Responsive High Fidelity Character Movement in Just Cause 3
– Speakers: Jeet Shroff (Avalanche Studios), Alex Crowhurst (Avalanche Studios)
• Augmented Hair in Deus Ex Universe Projects: TressFX 3.0 (Presented by AMD)
– Speakers: Uriel Doyon (Eidos Montreal), Jason Stewart (AMD)
• Edge Detection Based Post Processing in Warlords of Draenor (Presented by Intel)
– Speakers: Matthew M. Williams (Blizzard Entertainment), John Hartwig (Intel)
• Content Optimization Pipeline for an Open World Game
– Speaker: Martin Thorzen (CD Projekt RED)
• GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
– Speaker: Junya Christopher Motomura (Arc System Works)
• Hearthstone: How to Create an Immersive User Interface
– Speaker: Derek Sakamoto (Blizzard Entertainment)
• How to Implement AAA Game UI in HTML and JavaScript
– Speaker: Yee Cheng Chin (Electronic Arts/Maxis)
11. DX12, Vulkan/New GPU
• New GPU Features of NVIDIA's Maxwell Architecture (Presented by NVIDIA)
– Speaker: Holger Gruen (NVIDIA)
• Advanced DirectX12 Graphics and Performance (Presented by Microsoft)
– Speaker: Max McMullen (Microsoft)
• Efficient Rendering with DirectX12 on Intel® Graphics (Presented by Intel)
– Speakers: Andrew Lauritzen (Intel Corp.), Michael Apodaca (Intel Corp.)
• Solve the Tough Graphics Problems with Your Game Using DirectX Tools (Presented by Microsoft)
– Speakers: Jason Strayer (Microsoft), Rong Lu (Microsoft), Rudolph Balaz (Microsoft)
• Better Power, Better Performance: Your Game on DirectX12 (Presented by Microsoft)
– Speaker: Bennett Sorbo (Microsoft)
• DirectX 12: A New Meaning for Efficiency and Performance (Presented by AMD)
– Speakers: Dave Oldcorn (AMD), Stephan Hodes (AMD), Max McMullen (Microsoft), Dan Baker (Oxide Games)
• OIT to Volumetric Shadow Mapping, 101 Uses for Raster Ordered Views using DirectX 12 (Presented by Intel)
– Speaker: Leigh Davies (Intel)
• glNext: The Future of High Performance Graphics (Presented by Valve)
– Speakers: Johan Andersson (Electronic Arts, Frostbite Engine Team), Pierre-Loup Griffais (Valve Software), John McDonald (Valve
Software), Niklas Smedberg (Epic Games), Dan Baker (Oxide Games), Aras Pranckevicius (Unity Technologies), Tom Olson (Khronos)
• Advanced Visual Effects With DirectX 11 & 12: Welcome/Getting the Most Out of DirectX12
– Speakers: Nicolas Thibieroz (AMD), David Oldcorn (AMD), Evan Hart (NVIDIA)
• Advanced Visual Effects With DirectX 11 & 12: Visual Effects in Star Citizen
– Speaker: Alistair Brown (Cloud Imperium)
• Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based Compute Rendering
– Speaker: Gareth Thomas (AMD)
• Advanced Visual Effects With DirectX 11 & 12: Precomputed Realtime Global Illumination and Physically Based Rendering in
Unity
– Speaker: Kuba Cupisz (Unity)
• Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation and Hybrid Ray-traced Shadows for DirectX 11 & 12
– Speakers: Jon Story (NVIDIA), Alex Dunn (NVIDIA)
21. その他技術的セッション
• Enhancing Traditional Rasterization Graphics with Ray Tracing (Presented by Imagination Technologies)
– Speaker: James Rumble (Imagination Technologies)
• Low Overhead Probe-based Global Illumination Using Ray Tracing (Presented by Imagination Technologies)
– Speaker: Jens Fursund (Imagination Technologies)
• NVIDIA SLI and Stutter Avoidance: A Recipe for Smooth Gaming and Perfect Scaling with Multiple GPUs
(Presented by NVIDIA)
– Speakers: Iain Cantlay (NVIDIA), Lars Nordskog (NVIDIA)
• NVIDIA VXGI: Dynamic Global Illumination for Games (Presented by NVIDIA)
– Speaker: Alexey Panteleev (NVIDIA)
• Brighter and Faster Graphics with NVIDIA Nsight Visual Studio Edition 4.5 and Beyond (Presented by NVIDIA)
– Speakers: Jeffrey Kiel (NVIDIA), Russ Kerschner (NVIDIA)
• GPU Debugging and Optimization Tools for PS4 (Presented by Sony Computer Entertainment America)
– Speaker: Robert Srinivasiah (Sony Computer Entertainment America)
• Creating Open Worlds in Unreal Engine 4 (Presented by Epic Games)
– Speakers: Chris Evans (Epic Games), Francois Antoine (Epic Games), James Golding (Epic Games)
• Embracing PBR with Substance: The AAA Studios' Best Kept Secret (Presented by Allegorithmic)
– Speakers: Jason Brackman (Relic Entertainment), Jeremie Noguer (Allegorithmic), Sebastien Deguy (Allegorithmic)
• Optimizing Games for Graphics Core Next Architecture using AMD Graphics Tools (Presented by AMD)
– Speakers: Gordon Selley (AMD), Sigal Algranaty (AMD)
• High-Quality, Fast DX11 Texture Compression with ISPC (Presented by Intel)
– Speaker: Marc Fauconneau Dufresne (Intel)
• SIMD at Insomniac Games: How We Do the Shuffle
– Speaker: Andreas Fredriksson (Insomniac Games)
• Believable Humans
– Speakers: Michael Mumbauer (Sony Computer Entertainment America), Mark Sagar (Auckland Bioengineering Institute,
The University of Auckland)