ASSEMBLY Summer '07 on ohi. Nähdään ensi vuonna!

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Sessions

Julkaistu: 04.07.2006 12.56

The ARTtech Summer 2007 seminar sessions

The ASSEMBLY Summer 2007 ARTtech seminar sessions provide insights into games development, demo creation, latest hardware trends as well as interesting looks at what else is happening in information technology. The sessions are listed chronological order..

Motion Capture in Animation

Usability and benefits of motion capture in animation production.

Speakers Samuli Homanen, Petri Paananen
Date Thursday 2.8
Time 16:00
Location Seminar hall, 1st floor
Target audience Graphicians, animators, demosceners
Track General

 

Grids - The world is just about enough

Almost everyone knows the seti@home project. Even if this project is a step towards grids, grids themselves aren't well known to the general public. Grids have long been used for high performance computing in academic circles. They have also gained popularity in the business world, and are being used for simulation, risk analysis and visualization among other things. What are actually grids, and what kind of power lies behind them? Are they coming into the reach of the normal user too?

Speaker Kalle Happonen, Antti Pirinen
Date Thursday 2.8
Time 17:00
Location Seminar hall, 1st floor
Target audience General public, programmers,
Track General

 

Non-photorealistic rendering

In the history of painted arts when photography arrived and realism with it, artists started seeking new ways to depict feelings and atmosphere in their paintings. Traditionally the field computer graphics has aimed for photographic realism. Even though there is still work to be done to reach that target, a satisfactory level of realism has been reached.

Non-photorealistic rendering (NPR) is a term that is used for computer graphics methods that strive to render pictures that depict feelings and atmosphere. NPR methods include the emulation of different artistic styles as well as new ways of expression.

Speakers Ville-Kalle Arponen
Date Thursday 2.8
Time 19:00
Location Seminar hall, 1st floor
Target audience Demosceners, game developers
Track Demoscene

 

Immediate Mode Graphical User Interfaces (IMGUI)

IMGUIs are a "new old" way of creating user interfaces in interactive applications. While not a silver bullet, these lightweight user interfaces can be much easier and faster to implement than any "real" widget library, and are sufficient in many cases. The session goes through theory, a bit of practise, and some case studies.

Speakers Jetro Lauha, Jari Komppa
Date Thursday 2.8
Time 20:00
Location Seminar hall, 1st floor
Target audience Game developers, progammers
Track Game development

 

Demoscene outreach panel

Ever wanted to know more about the demoscene? This is your chance. A panel of experienced demosceners will discuss what makes the demoscene so special, and also show some highlights from previous years demoscene releases.

As the discussion begins and the strong personalities and the sense of humor of the panelists melts together, you should get ready for a highly entertaining 45 minutes. We promise you - this is one session you do not want to miss!

Speakers Bent Stamnes, Sir Garbagetruck, Gergely Szelei Kis, Mika Rautio
Date Thursday 2.8
Time 21:00
Location Seminar hall, 1st floor
Target audience General public
Track General

 

Anima - animation studio from Sörnäinen

Anima is a leading, Finnish animation studio that has worked on both TV series (e.g. Itsevaltiaat) as well as big screen animation films (e.g. Keisarin Salaisuus). Petteri Pasanen, producer and CEO at Anima will be presenting the company, it's projects and talking about the way animation movies rivaling the best of Hollywood can be made right here in Sörnäinen (Helsinki).

Speaker Petteri Pasanen
Date Friday 3.8
Time 12:00
Location Seminar hall, 1st floor
Target audience General public, animators, graphicians, anybody interested in animated movies
Track General

 

.NET: Silverlight

Silverlight (Formerly WPF/E) is a cross platform runtime enabling a subset of Windows Presentation Foundation (WPF) XAML to reach beyond just Windows. With Silverlight you can build rich, interactive experiences that run in major web browsers on multiple platforms as well as on mobile devices. The combination of Silverlight and WPF will enable designers and developers to have a consistent development experience across smart clients, Web-based applications, and mobile devices. This session demonstrates the Silverlight feature set, targeted platforms and browsers, and the developer experience.

Speaker Peter Green
Date Friday 3.8
Time 13:00
Location Seminar hall, 1st floor
Target audience Programmers
Track General

 

.NET: XNA - .NET for the Xbox 360!

What is XNA? It is nothing short of .NET for the Xbox 360! Learn how you can use .NET to develop games and other applications for the XBox with the same ease that you can develop for Windows. Simply use Visual Studio.NET, build, deploy!

Speaker Peter Green
Date Friday 3.8
Time 14:00
Location Seminar hall, 1st floor
Target audience Programmers, demosceners
Track General

 

 

Next Generation GPU's - What to expect

Description to be added later.

Speaker Juha Järvinen
Date Friday 3.8
Time 15:00
Location Seminar hall, 1st floor
Target audience General public, programmers
Track General

 

Efficient development for OpenGL ES 2.0

AMD's Imageon chipsets are the answer to handheld graphics on mobile devices.  Powered by Xbox 360 technology, the Imageon chipset uses Open GL ES 2.0 for console level graphics on the cell phone.  The presentation will cover the capabilities OpenGL ES 2.0 enables on mobile devices and the tools AMD has available to aid in development today.

Speaker Jason Hewitt
Date Friday 3.8
Time 16:00
Location Seminar hall, 1st floor
Target audience Programmers, demosceners
Track Demoscene, game development

 

AMD's DirectX 10 Hardware in details

Description to be added later.

Speaker Richard Huddy
Date Friday 3.8
Time 17:00
Location Seminar hall, 1st floor
Target audience Programmers, demosceners
Track Demoscene, game development

 

Utilizing the PS3 hardware in Super Stardust HD

This presentation focuses in some of the technical challenges Housemarque faced when developing the PS3 network store title Super Stardust HD. By organizing the data in certain ways and utilizing the SPUs, good performance can be achieved. Some cross-platform issues are also considered. The presentation is held by Jere "XMunkki" Sanisalo, who was the Lead Programmer in the project.

Speaker Jere Sanisalo
Date Friday 3.8
Time 18:00
Location Seminar hall, 1st floor
Target audience Demosceners, game developers, progammers
Track Game development, demoscene

 

From Finland to USA and China - a game developer's journey

First hand accounts of developing games in small companies in Finland, in large studios and for the world largest game publisher in the USA, and culture shock in China. Stories from around the world, tips & good advice if you consider becoming an ex-pat game developer.

Speaker Jani Penttinen
Date Saturday 4.8
Time 13:00
Location Seminar hall, 1st floor
Target audience Game developers, General public
Track Game development

 

Next-gen Game Design

Designing and developing for the “next generation” consoles like PlayStation 3 and Xbox 360 allows for a lot of novel ideas while also presenting us with a host of new challenges. Recoil Games plans to take on the challenge with Cinegames, a new category of action-adventure games.

Speaker Aki Raula
Date Saturday 4.8
Time 14:00
Location Seminar hall, 1st floor
Target audience Game developers, game designers
Track Game development

 

Coding for 64 kilobytes in GNU/Linux

What's wrong with GNU/Linux productions? Is the platform capable for making modern high quality 64K intros or small programs in general? Is the absence of DirectX and Windows libraries a real problem? The presentation sheds light to some of the most common problems in GNU/Linux as an intro platform by providing useful tips and examples to avoid unnecessary bloat in your programs.

Speaker Mika Rautio
Date Saturday 4.8
Time 15:00
Location Seminar hall, 1st floor
Target audience Demosceners, progammers
Track Demoscene

 

Building the Colossus: Iron Sky

Star Wreck: In the Pirkinning was a huge success by all measures when it was released in 2005. With its 5 million downloads and international distribution, it became one of the most widely viewed Finnish films ever. But the creators were not satisfied. They wanted something bigger, more professional and more out there.

Thus was born Iron Sky, a film production unlike anything ever seen in this northern country. Or in the world, for that matter. Combining their experiences from Star Wreck and the creative potential of the Internet with producers of the international hit film Jade Warrior and Finland's most successful science fiction writer Johanna Sinisalo, the core team behind Star Wreck went on to produce a comedy about Nazis on the dark side of the Moon.

Though Iron Sky is nowhere near finished, the creators have come out with the basic idea and are at Assembly Summer 2007 talking about the monster they are about to create - a process in which You can participate too.

Speaker Energia Productions team
Date Saturday 4.8
Time 16:00
Location Seminar hall, 1st floor
Target audience General public
Track General

 

Computer graphics research at TKK

The computer graphics research at TKK has been very active in recent years. The results have been presented in premier conferences such as ACM SIGGRAPH and Eurographics Symposium on Rendering. In this presentation I'll cover the most recent research topics, and obtained results. In addition, the presentation will contain information of possibilities to study computer graphics at TKK.

Speaker Lauri Savioja, Ari Silvennoinen
Date Saturday 4.8
Time 17:00
Location Seminar hall, 1st floor
Target audience General public, students, programmers
Track General

 

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