The Game Developers Conference 2021 was a virtual-only series of video presentations. I was invited to present Faster Math Functions but was only given 30 minutes in which to convey something tasty and thought provoking. Going back to last year s extended talk I dropped most everything except the FPGA content, concentrating on the main ideas [ ]
Download Slide Notes PDF Even Faster Math Functions GDC 2020 was cancelled, but I was lucky enough to be selected to present as part of the Math for Game Programmers summit. Slotted in last thing in the day from 5:30pm to 6:30pm my job was to be interesting (and quite possibly loud) enough to [ ]
If you re using Windows and have access to Powershell, there is an interesting set of APIs called Windows Management Instrumentation (WMI) that allow you to extract a lot of information about the computer. One of the pieces of information it can extract are the Display EDID Records. EDID (Enxtended Display Identification Data) started life as [ ]
Download the PDF While working at SCEA R D I was asked to make a presentation for GDC 2001 showing some of the internals of PS2 and highlighting the new command line tools we had made for compiling VU programs and dumping DMA chains. I needed something graphically compelling yet simple to generate to show off [ ]
In Implementing Needlets we got as far as defining the family of Needlet basis functions, showing what they look like and providing some code for evaluating them. The questions remains, how do I use these to represent a signal on the sphere? Reading the GDC presentation you might get that you need to point Needlets in a bunch of directions [ ]
Download the Presentation At GDC 2012 as part of the Math for Game Programmers course, I presented some research done in tandem with Mannie Ko called Frames, Quadratures and Global Illumination: New Math for Games . It was a pretty intense soup of several techniques we had never seen before in Siggraph or GDC work and we [ ]
Download Presentation part 1 Download Presentation part 2 I was trying to interpolate a scaling function on an SPU on PS3 and realized, this device has no math library. How do you write powf() without access to libm? The IEEE754 standard for floating point numbers only covers five fundamental functions addition, subtraction, multiplication, division [ ]
Based on the work I did at Bullfrog Productions for Dungeon Keeper 2 and Theme Park World on flocking crowd movement in user editable worlds, I was asked by Craig Reynolds to join a group that would be presenting a Siggraph tutorial course on game development tech. The concept of flocking scored Craig a Scientific and [ ]
Inspired by Michael Unser s IEEE paper Sampling 50 Years After Shannon I set out to explain the ideas and innovation to the gamedev audience. The resulting presentation ended up a bit too math heavy for my liking and needs more worked examples, but it s a good motivation to learn more about bi-orthogonality of bases. If [ ]
I wrote the paper Spherical Harmonic Lighting: The Gritty Details before the more general terminology Precalculated Radiance Transfer (PRT) was coined, which explains the slightly strange title. In 2002 I was working for Sony Computer Entertainment America in Foster City, CA in the R D group under Dominic Mallinson. I received a preprint from Peter-Pike Sloan of his Siggraph [ ]