Two Additional Battlefield 3 Lectures at GDC '11Two additional DICE developers are scheduled to give presentations at the Game Developer Conference, and all 3 relate to the Battlefield 3 is some way.
Last month we posted about a GDC presentation called "Lighting up your Battlefield 3". These 2 new ones are called "SPU-based Deferred Shading in BATTLEFIELD 3 for Playstation 3"and "Culling the Battlefield: Data Oriented Design in Practice".
The Game Developers Conference is held in San Francisco, California and runs February 28th - March 4th.
SPU-based Deferred Shading in BATTLEFIELD 3 for Playstation 3________________________________________________________________________________________________________________________
Speaker/s: Christina Coffin (DICE)Day / Time / Location: TBD
Track / Format: Programming, Visual Arts / Lecture
Description: This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICE's Frostbite 2 engine and how it enables more visually rich environments in
BATTLEFIELD 3 and better performance over traditional GPU-only based renderers. We explain in detail how our SPU Tile-based deferred shading system is implemented, and how it supports rich material variety, High Dynamic Range Lighting, and large amounts of light sources of different types through an extensive set of culling, occlusion and optimization techniques.
Takeaway: Attendees will learn how SPU based shading allows a rich variety in materials, more complex lighting and enables offloading of traditional GPU work over to SPUs. Optimization techniques used to minimize SPU processing time for various scenarios will also be taught. Attendees will understand how to technically design, balance and analyze the performance of a game environment that uses an SPU based shading system. Attendees will learn key points of creating and optimizing code and data processing for high throughput shading on SPUs.
Intended Audience: This session is intended for advanced programmers with an understanding of current forward and deferred rendering techniques, as well as console development experience. Knowledge of lower level programming in vector instrinsics, assembly language, and structure-of-arrays versus array-of-structures data processing is recommended.
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Culling the Battlefield: Data Oriented Design in Practice________________________________________________________________________________________________________________________
Speaker/s: Daniel Collin (EA DICE)Day / Time / Location: TBD
Track / Format: Programming / Lecture
Description: This talk will highlight the evolution of the object culling system used in the Frostbite engine over the years and why we decide to rewrite a system for
BATTLEFIELD 3 that had worked well for 4 shipping titles. The new culling system is developed using a data oriented design that favors simple data layouts which enables very efficient computation using pipelined vector instructions. Concrete examples of how code is developed with this approach and the implications and benefits compared to traditional tree-based systems will be given.
Takeaway: Attendees will learn how to apply data oriented design in practice to write simple but high throughput code that works well on all platforms. This is especially important for the current consoles.
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