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GDC2015での
ハイエンドグラフィックス
今給黎 隆(株式会社セガ)
インディ
VR
ゲーム
エンジン
そんな話は
一切
しません
GDC セッション調査
• PG & VA(RT除く。AI,スマフォサミット含む)
– 229セッション(PG:185, VA83)
– ジャンル抽出
• モバイル: 30セッション
• VR: 11セッション
• ゲームエンジン:14セッション
• DX12/Vulkan:14セッション
• AAA事例:44セッション
セッションスケジュールからの独自調査
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
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
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/
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
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/
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)
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)
DirectX 12 / Vulkan
• GPU制御 API
– APIでの変換処理を減らしてCPU負荷を下げた
– 並列度を増した
– 少し機能を追加した
• 用途
– DirectX 12: Windows ゲーム
– Vulkan: Steam
GPU制御 API
• グラフィックス
• コンピュート
• コピー
Graphics and Compute Belong Together より
命令の管理方法
計算の実行
描画
命令をまとめたもの
一通りの命令群
Getting The Best Out Of D3D12 より
処理の事前計算化
• 内部のステート管理をオブ
ジェクトとして複数持てる
ようにし、依存関係性を事
前に解決することでCPU
負荷軽減
Cf. pd3dDevice->VSSetShader( g_pVS10 );
Getting The Best Out Of D3D12 より
• シェーダでの変数名とテク
スチャ・サンプラや定数レ
ジスタの番号を初期化時に
解決することで、実行時の
負荷を低減
DX11 to DX12
“Efficient Rendering with DirectX 12 on Intel Graphics”より
事
前
解
決
へ
並
列
化
バッファの自由度の向上
• Committed
– 今までの物
– GPUのメモリ
とバッファが
1対1対応
• Placed
– 使いまわしが
可能
• Reserved
– 仮想化し利用
時にメモリ取
得
Getting The Best Out Of D3D12 より
キュー管理
• 異なるキューが並列実行
– さらに異なるスレッドで作成したキューも
実行順序不定
D3D12 A NEW MEANING FOR EFFICIENCY AND PERFORMANCEより
順序解決
DirectX 12 Advanced Graphics and Performance より
機能レベル
• Feature Level 12.0
– Resource Binding Tier 2
– Tiled Resources Tier 2: Texture2D
– Typed UAV Tier 1
• Feature Level 12.1
– Conservative Rasterization Tier 1
– ROVs
• 複数のプリミティブを並列で(1つのドローコールでま
とめて)レンダリングしても、3角形の描画順序が入れ
替わらない
– 半透明描画で時間的なちらつきが生じない Microsoft Outlines Basic Elements Of Direct3D 12より
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)
キーワード
• プロシージャル
• オープンワールド
• タイルベースレンダリング
まとめ
• VR・ゲームエンジン・イ
ンディ
• サンセットオーバードラ
イブ・Far Cry4・
Destiny・ACU
• DX12
• 果報は寝て待て

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GDC 2015 でのハイエンドグラフィックス

  • 4. GDC セッション調査 • PG & VA(RT除く。AI,スマフォサミット含む) – 229セッション(PG:185, VA83) – ジャンル抽出 • モバイル: 30セッション • VR: 11セッション • ゲームエンジン:14セッション • DX12/Vulkan:14セッション • AAA事例:44セッション セッションスケジュールからの独自調査
  • 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)
  • 12. DirectX 12 / Vulkan • GPU制御 API – APIでの変換処理を減らしてCPU負荷を下げた – 並列度を増した – 少し機能を追加した • 用途 – DirectX 12: Windows ゲーム – Vulkan: Steam
  • 13. GPU制御 API • グラフィックス • コンピュート • コピー Graphics and Compute Belong Together より
  • 15. 処理の事前計算化 • 内部のステート管理をオブ ジェクトとして複数持てる ようにし、依存関係性を事 前に解決することでCPU 負荷軽減 Cf. pd3dDevice->VSSetShader( g_pVS10 ); Getting The Best Out Of D3D12 より • シェーダでの変数名とテク スチャ・サンプラや定数レ ジスタの番号を初期化時に 解決することで、実行時の 負荷を低減
  • 16. DX11 to DX12 “Efficient Rendering with DirectX 12 on Intel Graphics”より 事 前 解 決 へ 並 列 化
  • 17. バッファの自由度の向上 • Committed – 今までの物 – GPUのメモリ とバッファが 1対1対応 • Placed – 使いまわしが 可能 • Reserved – 仮想化し利用 時にメモリ取 得 Getting The Best Out Of D3D12 より
  • 19. 順序解決 DirectX 12 Advanced Graphics and Performance より
  • 20. 機能レベル • Feature Level 12.0 – Resource Binding Tier 2 – Tiled Resources Tier 2: Texture2D – Typed UAV Tier 1 • Feature Level 12.1 – Conservative Rasterization Tier 1 – ROVs • 複数のプリミティブを並列で(1つのドローコールでま とめて)レンダリングしても、3角形の描画順序が入れ 替わらない – 半透明描画で時間的なちらつきが生じない Microsoft Outlines Basic Elements Of Direct3D 12より
  • 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)