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Japan Day 1 – Tokyo

Japan Day 1 – Tokyo

Writing this all in post-script fashion since I’m already back.  Was going to try and keep a journal as I traveled, but turned out I kept so on the move that I decided to capture with photos then write up in hindsight.

The flight over was a bit longer than needed but as uneventful as a 14 hour flight around the world is expected to be. 🙂   I used miles to fund the entire flight; but in order to save miles, I ended up having to backtrack to Denver.  So, I flew 2 hours the wrong direction so I could then fly 2 additional hours in the right direction (towards Japan).  I don’t recommend it, but for the amount of miles it saved me (over 30,000), it was worth it to me.

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I flew out on a Monday morning at 6am, which by experience, I knew could be a terrible madhouse at PDX considering the usual morning business travelers trying to get places.  So to save time, after web checkin on Sunday I had some time and had a leisurely 20 minute drive out to the airport to do the passport check in and picked up tickets.  International flights require you to hit the desk to show your passport – even if it was just one of the automated kiosks.  I wanted to avoid even that hassle – and figured if nobody was in line when I got to the airport, I’d short term park it, check it out, and do it/not do it based on the line at the counter.

When I arrived, there was absolutely nobody in line and I actually worked out some really nice seats (not available online) with the bored counter lady.  I asked about the power outlets on my planes and also stopped for a bite to eat by the Ikea and headed home.  Total of 45 minutes for me.  And sure enough – the next morning was general mayhem at the PDX airport.  Thank goodness I didn’t need to wait in the hour-long line for check-in.

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First stop – Denver.

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Arriving in Denver, I find the weather extremely nice and sunny.  It’s there that I get to view my Japan-bound chariot: the new Boeing 787 Dreamliner.  For being such a large plane, it looks smaller than I expected on the outside because of the smaller dual-engine design.  But onward we board.

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On-board, you immediately can tell you’re not on the 30 year old plane that exists in most of the US fleet.  This thing is spacious and new.  It even smells new.  After riding in many older US planes, you forget that that all the handles, bins, fittings, and knobs are supposed to be tight and neat. Most of the interior lights are LED’s and there are lots of little colored accent LEDs that make everything look really sharp.  The seats (except for first class) are in a 3-3-3 arrangement across each row and 3 front-to-back sections.  Only about a dozen first class little beds/cubbies up front, the cattle-car section in the back, and the extra legroom section in the middle.  Even in the ‘cheap seats’ it feels much, much roomier than older planes.  The extra legroom area is just the same as the cheap seats except the extra space front-to-back between each row.  Every single seat has a TV on the back of it, but more importantly, a USB outlet.  You can charge and use your usb devices right off the seat.  I think there was also some way to get an app to interact with your TV as well but didn’t try that.  Further – under the middle seat of each set of 3 seats were AC outlets.  These power outlet features alone makes them worth the price of the ride when cooped up for 8-12 hours on your average trans-Pacific flight.  I’ll definitely be checking to see if I can get on a 787 from here on out.

Each touch-screen TV was pretty standard and I was a bit disappointed that the menu system was about the same as the old versions on other planes.  This could have used a facelift.  But each had it’s own selection of well over 50 movies, easily a couple dozen TV series and shows, music channels, and even a dozen or so audiobooks.  Movies were the latest: Superman, both Star Trek’s, all 3 Ironman’s, etc.  TV shows were also pretty new. However, they did have a ‘classics’ channel which consisted of black and whites, but also Ghostbusters.  Ugh- am I so old now that 80’s movies are now ‘classics’?

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Another notable change is the electromechanical smart-glass windows.  These things were crazy-futuristic.  The above picture is what they looked like in a regular cabin with the outside bright daylight.  Most of the windows at their darkest setting and one in normal transparent mode.

I didn’t sit by the window, but here’s exactly how they worked after watching my row-mate play with his:

 

And then I settle in to fly for about 12 hours.  I had pretty good luck staying asleep most of the time.

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Arrival!

We finally arrive in Narita about 12 hours after leaving Denver.  I’m feeling pretty beat up from the long flight – but better than usual for such a trip.  Perhaps it’s because the 787’s keeps air pressure at the equivalent of 6,000ft instead of the usual 8,000ft pressure level.  They use much better gaseous filtration systems and the humidity is kept at 15% instead of the usual 4%.  Boeing says its studies with Oklahoma State indicates this greatly increases passenger comfort, and I must agree it did feel better compared to my trip to New Zealand a few years back.

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Upon arriving at Narita, I stop for a moment to survey my surroundings and get over my grogginess.  It’s only about 6:30pm, but already dark.  First order of business is get money from an ATM and to convert my JR Rail pass voucher for a real ticket (amazing deal btw – look into it if you’re going to travel Japan.  However, it must be bought and delivered to your outside of Japan address BEFORE you get there).

I find an ATM station, and that’s when the rumors about the 7-11 ATM’s not taking Mastercard is proven true.  In Japan, the go-to place for foreigners to get cash used to simply be to find a 7-11 convenience store.  ATM’s are not as super-plentiful as they are here in the states, but every 7-11 has a selection of one or two of them.  Since Japan has 7-11’s on just about every other street corner, they’ve become kind of the defacto ATM centers.  However, back in April of 2013, 7-11’s of Japan apparently had some issue working out fees with Mastercard – and so their ATM’s stopped taking their cards.  If you try using a Mastercard, you’ll get a  disappointing ‘Unavailable at this time’ message. But don’t hold your breath or try another ATM – it never worked the whole time.  Good thing I brought 2 different cards.  But at the airport, they also had other bank-centered machines that did take Mastercard – so I used those.

Next, I locate the JR travel center and got me rail pass voucher replaced for a real rail pass.  I then got directions on how to get to Shibuya station from the really helpful desk clerk.  Unfortunately, the train ride from Narita to downtown Tokyo is just over an hour directly (more if you needed transfers!).  One will almost always opt for the rail route as it’s only a few bucks but cab rides will run you in the neighborhood of $200 USD on last reports I read.  This is obviously a bit painful after having been on a plane for 12 hours and realizing you have another hour before reaching your bed.  But, turns out the express train actually goes right to Shibuya station and off I go.

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A little over an hour later, I find my hotel just a block or so south of Shibuya station and am all settled in.  I particularly liked the mattress bed on the floor.  And yes, the toilets are super-futuristic with heating, several bidet features, and even speakers that make long, loud ‘courtesy’ flushing noises.  One bathroom I found also had a ‘powerful deodorizer’ button that made me wonder what would happen if you pushed it. 🙂  I also picked up my new Japanese phone SIM card from the front desk where it had been delivered – but I’ll put that in another post.

I dump my stuff off, get my phone working, and decide to walk around the Shibuya area to kick off the grogginess of the flight.

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Shibuya is known for three things.  First, and most locally famous, is it’s center of high-end fashion stores.  The whole district was busy with lots of fashion-conscious young people like this every single night of the week.  Secondly, it has the famous ‘scramble crossing‘ that is lit up like Times Square and shows up in just about every movie that finds itself in Tokyo.  Finally is a statue to the famous dog Hachiko.  The story of the faithful dog Hachiko is worth a read and his story is known around the country.  I definitely wanted to visit the statue to whom so much fame had been poured and an exit of the train station in Shibuya is named.

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But I am hungry!  I had heard about this sushi track place that was known for it’s unique Shinkansen (bullet-train) like sushi bar.  Since I was in no shape nor awareness for a full sit-down meal, I decided to give it a go.  After a bit of looking around based on the internet directions, I located Uobei – Genki Sushi Co (Genki is Japanese for ‘energetic’) about a block behind the famous Shibuya 109 building (the name ‘109’ is Japanese actually a funny wordplay since ’10’ is ‘‘ and 9 ‘kyū‘ as in Tōkyū).  At first, Uobei looks like a normal sushi track, except there are no plates of food moving on the tracks.

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Instead, you are directed to a spot and look at your touch-screen display.  You then order up to 3 items at a time, from the menu, and press the ‘order’ button.  You sip your tea and a tiny bit later this happens:

Super cool!  You just keep ordering and it’s about 125¥ a plate, or at the time of this writing, just over $1 usd.  After you take your food off the rail tray, you simply pressed a little button and back the tray went to the kitchen so others could get their orders (everyone in your row shared the same 3 tracks).  The sushi came ridiculously fast – within 60 or so seconds of ordering in most cases.  The sushi itself was very good (much better than the average US sushi track place) and had a lot of local businessmen and 20-somethings eating there.  For a hungry traveler looking to get some food in them before heading to bed, this absolutely hit the spot.  I sat next to 3 guys from Australia and we swapped a few fun stories but quickly headed back to the hotel where I had a well-deserved shower and off to sleep.  Tomorrow: Akihabara!

Oregon Trail Live!

Oregon Trail Live!

“Gather the wagons, grab three sturdy friends and prepare to hit the trail. Costumes, silly team names and pioneer spirit are highly highly encouraged though not, we suppose, strictly necessary.”
http://www.oregontraillive.com/

 

I went down to the Willamette Heritage Center in Salem, OR today to participate in the live action Oregon Trail game.  It’s a re-creation of the many adventures of the old Oregon Trail game many will remember playing back in the day as kids.

The day started out by arriving and building your own ‘wagon’ to carry throughout the challenges:
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While we waited for the official start, we wandered around the center and looked at many of the funny re-creators:IMG_0617

 

There was even a saloon:
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And a sheriff:
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Soon we gathered for the start of the event which was kicked off by a bull-whip cracking minister:

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And we were off to compete at 10 different stations based on events of the game.  Like the 3-legged dysentery race in which you needed to run to an outhouse and back again:
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The buffalo chip toss:
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This was simply a demonstration at the center of some guys doing period black-smiting:
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Some teams came with their own shirts:
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They had a great little bluegrass band playing while you competed.  Very talented guys and nice accompanyment:
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This was the river crossing event in which your team needed to protect your wagon while the local women’s roller-derby team tried to whack you and the tiny wagon with pool noodles:
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Alas, not everyone makes it to Oregon.  Here you had to bury your ‘ill-fated 5th team member’ that you made out of paper at the beginning of the event.  Points were given based on the quality of your eulogy and the song you sang.  The winners sang, “The wheels on the bus” for top prize…
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This was my favorite event.  You had to drive this guy over a short course while he recieted facts about meat.  When you got back to the starting point, he’d quiz you based on what you remembered from his facts.
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Some Japanese exchange students were the ‘animals’ in the shooting contest.  These actually shot back – and were quite good shots really.  We got top marks for our efforts:
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This was the ‘caulk and float your boat’ event.  You had to use tin foil, plastic wrap, and other craft supplies to protect your wagon from capsizing while fording the two ‘rivers’.  Ours passed with flying colors.
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Finally, you got the end – the office of the surveyor general.  She would give you a little bit of string and you’d go into the yard and ‘stake your claim’.  You’d then set up a little homestead.  A prize was given for the best decorated homestead.IMG_0650

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There was a tie for one prize, and they had to arm-wrestle for top honors in the saloon:
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Afterwards, we went over to downtown Salem to Coin Jam brewpub and arcade.  They had some AMAZING old machines in here.  Even better than Ground Control in Portland:
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So, overall, a fabulous time!

 

Shooting cannons and sailing tall ships in the Columbia

Shooting cannons and sailing tall ships in the Columbia

I went on a battle sail event near Astoria in the mouth of the Columbia last weekend and I got to sail tall ships we shot cannons at each other.  It reminded me of the last scene in the movie Goonies in which One-Eye’d Willy’s ship sailed off into the sunset off the Oregon coast.  It was an amazing experience and I was very surprised by the maneuverability and agility of these ships.  It was great to see the crew in action too.

These events were put on by Gray’s Harbor Historical Society: http://historicalseaport.org/   They maintain the ships and do lots of educational programs.  They travel up and down the West Coast doing sailing, demonstration, and battle events just like this.  For the cost of a ticket, you too can ride along.  There are two ships full of 20-somethings that are all living aboard and spend their days sailing, doing tours, and maintaining the ships.  What an interesting lot to say the least.

The entire adventure took 3 hours.  We all met at the dock and sailed out into mouth of the Columbia from Ilwaco, WA.  While at Ilwaco, I decided to run out and stop at a humorously named location:
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This name came (purportedly) from the Lewis and Clark expedition.  They came to this cape regularly to look for ships to take either them, or at least their logs, home.  Unfortunately, no ships appeared in the many long, rainy, wintery months they spent on the coast.

But back to sailing.  We met the ships on the dock.  After lining up and picking which ship we wished to ride on, we motored out of the harbor.  I chose the Lady Washington – which was a much more period accurate ship.

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After heading out to the opening of the Columbia we unfurled the sails and started shooting cannons.

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Here’s some of the actual battle sail footage:

After about 2 hours of sailing around shooting cannons at each other, we decided to head home.  On the way back, as the sun set, we started singing sea shanties:

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Overall, it was a fantastic time.  I completely recommend it and it was totally worth the price of admission.

Probably one of the most cool moments had to be when we were in the middle of the battle sail.  A large freighter was making its way out of the Columbia River.  We’re talking a huge container ship freighter.  What in the world must they have thought passing by 1700’s era tiny wooden sailing ships shooting cannons at each other…

Great time at the beach

Great time at the beach

I hadn’t taken much vacation this year (3 days to be exact), and had been grinding on a lot of code the last few months.  So, I dug through our list of corporate discounts and found a great place on the Oregon coast I could stay at for cheap.  So, I took 2 days off and went to Pacific City, OR and got this great view from my room every night.

I feel I got quite lucky because the weather at the coast isn’t usually very clear in the fall – but I got two near-perfect days.  Guess someone was looking out for me.  🙂

Siggraph 2011 Trip Report – Vancouver, BC

Siggraph 2011 Trip Report – Vancouver, BC

Summary: 
Very good trip, but not a huge ‘groundbreaking’ year of new technologies.

  • Courses were really good and had a lot of good information from top-notch game developers/houses.  Most of the courses included a review/update on ‘what is the current state of the art’ which is good for those who aren’t following those niches closely on a regular basis.
  • Voxels and voxel methods are kind of back in rage again – but for things like visibility, ambient occlusion, and AI pathfinding.
  • Lots of industry leaders questioning direction and disparate energies trying to figure out where the market and graphics are going.  API developers and HW vendors desperately trying to find out what the next platform of choice will be (laptop/mobile phone/pad/etc) so they can be positioned to capitalize on it when it becomes clear.  Nobody seems to know.
  • MLAA was the star tech of the show as far as people showing up with implementations and praise of it.
  • Many talks stressed that fact fast content creation and rapid artist pipelines are *the* driver of technologies and tools; and most coding/engine requirements are subservient to the needs of the content pipeline.
  • While the show floor was very much smaller than the California years, 3D printing and 3D capture was big.   You could get your face scanned at one booth and 3D print it at another one in just an hour or so.
  • Intel’s booth was really well attended with lots of interest in onloading techniques.  I had a number of good talks with developers – some of which wanted to know if we’d be bringing Larrabee back. J

 

Sunday:
Course
Destruction and Dynamics for Film and Game Production
This all afternoon session started with a great overview of current destruction techniques.  There was a great and thorough overview of the current ways to break up a mesh (Voronoi, Boolean, FEM convex decomposition, and tetrahedral creation), the methods and problems of collision detection after the breakup, and constraint solving.  The focus now is not so much on the math of the constraint solvers, but on how to use them in intuitive and fast ways for the artists.

Takeaways:

  • Use the best freely/commercially already available solver for your purpose out there.  Constraint solvers are now very clever and (all things considered) computationally cheap. 
  • Don’t futz with the solvers to get what you want – use tons of constraints to get the effects you want.  Many movie models (like the earthquake scenes of the movie 2012) used literally thousands of constraints per building.  By using constraints, you can scale the effect up and get nearly the same look/feel as when you did it on the low-poly version.  Fiddling with the solver just gets you more and more headaches as low-poly pre-vis ones will collapse very different than high-poly versions and vice-versa.
  • Treat the solvers as black boxes and use different activation systems to achieve desired effects. It is easy and intuitive for artists to use these below methods and nobody needs to experiment with the super-fiddly parameters of the constraint solvers for each kind of breaking they want
    • Dynamic activation = when you break an impulse threshold, you break the constraint holding it in place
    • ‘Glue objects’ that simply hold sets of other constraints together to get ‘clumping’ effects. When the set has a higher impulse than the individual pieces
    • Cascaded activation = you don’t even consider objects as breakable until it becomes an edge piece or is touching an edge piece.   Gives nice ‘collapsing wall’ effects.

Monday:
Course – Advances in Real-Time Rendering – Parts I & II
http://advances.realtimerendering.com/

  • Went to an all-day course with presentations of new real-time techniques by such big-wigs as CryEngine3, Halo R&D team, Little Big Planet, Disney and many others.  It appears that voxel techniques are making a comeback for Halo and Little Big Planet guys.
  • Upcoming Halo title had a fascinating technique for occlusion via voxels.   They collaborated with Umbru software to develop a new kind of voxel-based visibility and portal system when their existing watershed algorithm started breaking down with the new outdoor content
    • Use a BSP tree of voxel areas to descritize the scene into a hierarchy of voxels and connect the polygon geometry with voxels.  Then use that unique structure to generate portals automatically, do fast runtime visibility, and AI pathfinding
    • They also changed their engine’s threading system to be job based instead of a more manual load-balancing that didn’t scale.  They found novel ways to avoid synchronizing the game engine between threads and dramatically reduce memory copies.
  • For their new Cars 2 game, Disney used a unique uniform-grid system to lay out light probes for their spherical harmonic lighting system. Lead to some great optimizations and easy authoring.
  •  Little Big Planet was using voxels for spherical harmonics and ambient occlusion lighting.  They also used a single particle system with really clever screen-space blending in Little Big Planet 2 to generate all their special water/explosion/fire effects.
  • Cryengine 3 guys talked about how they used previous frames with re-projection to get fast occlusion culling and local reflection.  They also used a lazy technique of updating cascaded shadow maps with further out maps getting updated much less often.
  • Frostbite used a rhombus shaped boken technique which has more passes, but is separable and therefore runable on multiple threads.  They also used cascaded maps for culling, not just shadowing.
  • Treyarch talked about techniques they used on Call of Duty Black ops.  They only allowed one dynamic light per surface, but unlimited lightmaps/lightgrids and environment probles per object to always maintain a 60fps goal but with great lighting effects.
  •  A talk by a new developer in ‘stealth mode’ who talked about Real-Time Image Quilting – which allowed realtime texture quilting without seams for expansive environments.
  •  The Gears of War 3 guys talked about overcoming lighting constraints on the PS3 by combining the light vectors into a single combined vector and doing tricks to extract it in the shader
  • Final talk was by a fellow who did super-accurate, highly realistic facial rendering with subsurface scattering.  His technique was an improvement on the nVidia one in many ways (speed/quality), but still not realitime.  Still, was interesting conversation about the difficulties of rendering realistic skin.

         

Tuesday
Course- Beyond Programmable Shading I + II

All day course that talked about the direction and emerging graphics trends.  I alternated between this and looking at posters during the day.

  • Raja Koduri from Apple did a great talk on how power is managed in current devices.  He basically echoed what Intel has been saying: power isn’t scaling with Moore’s law – and how simple programming mistakes can save or kill a battery.  He talked about the need for dialog between hardware and software folks to develop API’s for power usage feedback and for current API’s that might need to be re-worked for low-power futures.
  • There was talk about allowing the actual scheduling methods used internally to graphics processors might need to be exposed in the future for greater programmability and what possibilities that might open.
  • There was a talk about how nVidia Optix SIMD-izes it’s ray tracing pipeline
  • Decent talk on current state of the art on bokeh, motion blur and DOF effects.
  • There was a good talk by Intel’s Marco Salvi on their OIT methodology along with other recent efforts.
  • At the end, there was a SUPER open-panel discussion with speakers about where DirectX/OpenGL/OpenCL were going.  The consensus is that there is no consensus.  Things are in a real flux right now with radically competing demands. Console devs want absolute control (open the gfx api command buffer to us!), mobile developers that want low-power/long life, desktop devs still wanting the best quality, and the uncertainty of the ‘platform of the future’ being really unknown (will we all be on iPads/consoles/laptops/etc).  The only thing they seem to agree on is that DirectX/OpenGL are basically still the best solutions we have unless we want to really bifurcate the API landscape – and it’s unclear whether we want to do that.  There’s a lot of opportunity for new technologies and new movers to make a big impact.

Poster sessions was pretty good with lots of entrants.  Nothing ground breaking, but there were several topics that I now want to look up. (don’t have notes with me today).

 

Wednesday:

  • Spent good part of the morning wandering the show floor, checking out some of the art and book displays, and seeing the show reels in the digital theater.  The afternoon was my turn in booth duty.
  • Show floor and hiring area was noticeably smaller than the California venue.  Big things this year: 3D printers were really big with lots of people doing super-cool live demos.  3D image capture was also big with some great facial/body capture systems.  Lots of 2-3 year computer art degree programs and schools were really pushing their schools.  I worry that there is going to be a glut of artists in about 3-4 years when these masses of graduates get out.

 

Thursday:

A grab bag day of talks as the all-day courses were mostly over.

Hiding Complexity (occlusion culling):

  • For Allen Wake’s almost all outdoor scenes, he used a method of culling shadows that looked from objects to their visible lights.  He’d then use scissor rects for each cascaded shadow layer to avoid filling pixels where they weren’t needed and not even render certain cascades if they were empty.  He also used temporal cues/temporal bounding boxes to avoid recalculating cascades if they didn’t change much
  • Latest Need for Speed – the classic SIMD tale.  They realized a 40x speedup by just throwing out their fancy data structures and simply SIMD-izing their culling system and arranging the data by the track layout.
  • Killzone 3 culling – many details, but basically they use a quick sw rasterizer distributed on many PS3 SPU’s to determine list of objects to draw on a 640x360p depth buffer in 16 pixel high strips.  In the visibility step, the assume all objects visible last frame are still visible, then test individual objects against the depth buffer in parallel.  Do simple sphere reject first, then bounding box test if sphere test passes.  For determining good occluders automatically, they use the low-poly physics mesh of the object.  They pick objects that have a fairly large bounding box, and who’s coverage area is near it’s bounding box area.  (actual coverage area is stored in meta-data).

Smokin’ Fluids:

  • Mostly non-realtime smoke simulation talks.  Best talk was on capturing thin features in smoke simulations. They used a moderately low voxel field with particles to simulate.  Then they did a clever pass over the data to ‘condition’ the voxel data to maintain superb fine details.  Turned out to be almost 10x faster than traditional method and didn’t suffer from the problems of simulations looking very different at higher and higher simulation densities.

Discrete differential geometry

  • Some pretty heady talks on discrete laplacians and circular arc structures.  Most of it was above my head – but was an interesting talk about how they could identify whether a curvy building could be made up of manufacturable, uniform pieces (like a geodesic dome)

Filtering Techniques for AA

  • Great talk on AA techniques which really turned into the ‘Why you should convert your game to MLAA today” cheering session.  Presentations started with different presentations on how people implemented MLAA in God of War III, on Xbox, and on PS3 for various games.
  • Good talk on FXAA and SRAA as alternatives from nVidia – but over half the room left by this point.
  • One guy from nVidia got up and said if they could give you MSAA or the like for nearly free if they’d convert back.  The speaker said, “No, I’d still keep MLAA on the CPU and then use the GPU for something else”.
GDC 2011 Trip report

GDC 2011 Trip report

It’s been about 4 years since I last attended GDC, but some interesting trendlines seem to have solidified/gone away since last time I was there.  Winning mobile developers was THE topic for the show. Sessions continued to be very good – but I noticed that almost (if not more than) half of them are now related to art, gameplay, or business concerns (not technical).  The Indie game scene appears to be moving beyond just closet developers and becoming a big and energetic movement in the industry.    Hiring appears to be back judging by the energy and sheer number of interviewing/companies interviewing on the show floor.  Attendance seemed to be at record levels at 19,000 attendees.

 Details:

  • Attended Wednesday thru mid-Friday sessions on my own accord – so no booth duty/official duties on that front.
  • Notable sessions I attended:

1.       Data Management For Modern Game Pipelines – Two fellows from Autodesk/Maya went over the state of current content pipelines from Maya to game engine.  They are apparently hard at work at Autodesk trying to make these converters and content back-and-forth between engine and Maya easier with a project called DNA.  It is a system of metadata and a database that, once integrated into your engine, allows you to quickly get assets out of Maya into your game engine, and back into Maya quickly.  It was likely too cumbersome for most game developers, but it was a good recognition on their part of the needs of the industry. 

2.       Noon poster sessions.  Real-time music generation was well done (for what it was) and the ’10 things to know about usability testing’ was a good list of resources for those trying to understand what doing usability testing was.

3.       One hour 10 speakers talk had a lot of great ideas.  One of best was why consoles are failing: 1. In age of instant-on mobile/PSP-type devices, waiting 15 minutes to get into a game is intolerable.  2. Too many cutscenes, license agreements, booting, etc.  Want instant-on wake-from-sleep into my game just like a laptop.  3. Wants no more 40+ hour games – they’re just too long. 4. Update sizes and frequency are just ridiculous – you only should have 1 update per quarter.  Period.  Many other good thoughts if we ever want to go into that realm.

4.       Multicore Memory management in Mortal Kombat.  EXCELLLENT talk on a multi-threaded memory manager.  Takeaway is that it took them 11 months to get it done (3 months of that was just to get the multi-threaded/lockfree library built they needed), but it’s a really fantastic system they are using in all their games going forward and shows some amazing speed, efficiency, and debugging features.

5.       Dice talk about Data Oriented Design.  Very good talk with good analysis and results.  Takeaway: throw away all your fancy data structures and line up your data for SSE manipulation.  It’s much more performant than non-cache friendly data structures, orders faster, and can easily be threaded.

6.       Kinect skeletal tracking deep Dive.  Very interesting talk on the problems (and solutions) unique to skeletal tracking/Kinect given by Microsoft AE.  Some good general solutions for multi-threaded timing issues.

7.       Halo Reach Effects. Excellent talk on the special effects in Halo Reach.  Excellent new way to do dynamic particle systems that interact with geometry in the real world, shield effects, and a few other really visually stunning, and very realtime, techniques. 

8.       Mega-Meshes – modeling/rendering worlds of 100 billion polygons.  Very interesting talk that seems to be along the lines of last year’s ID siggraph talk on streaming massive geometry.  The second half had to do with getting pretty decent spherical harmonic lighting techniques on Xbox and other consoles.  Lots to digest in the talk – so I’ll likely look at the slides when published.

9.       Experimental gameplay – 10 or so people positing or showing interesting gameplay techniques and ideas.  This session really showed what the Indie scene is about – trying to create unique experiences.

10.    Marble Madness, Pitfall, and Doom postmortems
       

  • Trend speculations based on what I saw:

1.       Mobile – the real energy this year was clearly behind winning developers into each camp’s mobile and tablets.  Unity showed extensively.  Free hardware galore, tons of sessions, and big parties were being thrown.   With years left to go before another console refresh – it was mostly just quiet, incremental changes from the big players like Xbox, Sony, and Nintendo.  With smartphones getting such sophisticated graphics hardware, it does make me seriously wonder if the days of PSP or DS-like gaming devices are limited, which could spell big problems for console companies that see such large revenue streams from them.

2.       Monitizing – Lots of financial companies on the show floor and session talks focused on micropayments and new revenue streams.  The fact there were old-school financial and credit card companies on the show floor was a real shock.

3.       Indie culture – The indie area of the show floor was packed every time I went by it.  Lots of young energy and it’s more than just hype judging by the awards Minecraft won.  Attended 2 classic game post-mortems which really clarified in my own mind the shift in game dev culture.  Used to be programmers ruled the roost in developing games, but now I think we’re seeing that most of the current game developers in the indie scene are content with using off-the-shelf engines/tools and focus 90% their attention on the gameplay and creating unique experiences as opposed to focusing on the newest/greatest tech. 

4.       Hard-core technical talks seemed to be diminishing in number, but not quality.  Still excellent work being done, but I wonder if this large trend towards younger developers just using more off-the-shelf engines and simpler mechanics will create a two-tiered system in which the majority of smaller Indie games will use low-end/runs on just about anything techniques, while AAA titles will always continue but just get more technically impressive, but (with fewer studios able to afford it) smaller in quantity and more insular.  Do we turn into a world where there are a few engine makers and game houses are primarily programmers that write games in scripts on top of them?

Oktoberfest was great!

Oktoberfest was great!

How to make an Oktoberfest at Mt Angel, Oregon.

First, a dash of evening prayer with the monks:

Then a deep-fried twinkee:

Then some chicken dancing:

Mix with meeting up with many old friends and a great time was had by all.

Unbelievable opportunities – for this weekend Sept 18th+19th

Unbelievable opportunities – for this weekend Sept 18th+19th

Just when you thought summer was over!  No excuses about not having something to do this weekend…

Mt. Angel Oktoberfest – Sept 16th-19th

http://www.oktoberfest.org/

Portland Pirate Festival
Talk like a Pirate Day is Sunday, along with the annual Portland Pirate Festival where they will seek to get the world record again for most pirates in one place:

http://www.portlandpiratefestival.com/

Pendleton Round-up!

http://pendletonroundup.com/

Willie Nelson
Saturday at the Edgefield

AND

The Portland Retro Gaming Expo

http://retrogamingexpo.com/

Wierd Al

Wierd Al

Wierd Al Yankovic visited Portland this week for a show.  Hoestly, it was one of the most fun concerts I’ve been to this year. Managed to score a back-stage pass for the afterparty and meet the band.  A really hard-working group of guys.  It was a solid 2+ hour performance with narry a break and an unbelievable numbers of costume changes between almost EVERY song.  Wierd Al earns his money for sure.

Videos from my iPhone (which means they aren’t super-great) on my youtube page: