BEGIN:VCALENDAR
VERSION:2.0
METHOD:PUBLISH
BEGIN:VEVENT
ORGANIZER:MAILTO:
DTSTART:20170227T220000Z
DTEND:20170303T220000Z
LOCATION:Moscone Convention Center, 747 Howard Street, San Francisco, CA 94103
SUMMARY:Game Developers Conference (GDC)
DESCRIPTION;ENCODING=QUOTED-PRINTABLE:pastedimage1485780279834v1.jpeg \n \n The Game Developers Conference (GDC) is the primary forum where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games and virtual reality gather to exchange ideas and shape the future of the industry. \n Find us at Booth 1924 , South Hall , to meet our graphics experts and see our latest technologies and demos. \n \n \n \n \n Image1.jpg \n \n \n Image2.jpg \n \n \n Image3.jpg \n \n \n \n \n Sponsored Sessions &amp; Panel Discussions Learn how to achieve the best in mobile graphics with ARM \n \n \n Demos Coming soon! \n \n \n Partners Coming soon! \n \n \n \n \n Sponsored Sessions: \n Date: Wednesday 1st March Time: 12.30 pm Location: West Hall 3007 GDC 2017 Scheduler \n Mobile: The future of VR \n samsung_2D00_logo.jpg \n With the success of Samsung GearVR and recent launch of Google Daydream, mobile virtual reality has taken the consumer center stage. This talk will discuss the mobile VR technology available today, the challenges that mobile VR faces and the technological advances and optimizations available to overcome these challenges. In addition, we&rsquo;ll cover both the current benefits of the Vulkan API and its potential for future applications. Finally, the speakers will consider how mobile VR technology is evolving and what the future of mobile VR holds for you. \n Sam Martin | Senior Principal Graphics Architect, ARM Juan Wee | Senior Director, Mobile Platform and solutions, Samsung Electronics Alon Or-bach | Senior Software Engineer, Samsung R&amp;D \n Date: Wednesday 1st March Time: 3.30 pm Location: West Hall 3022 GDC 2017 Scheduler \n \n High Quality Mobile VR with Unreal Engine and Oculus \n Unreal_5F00_Enginetext.png 03_5F00_Oculus_2D00_Full_2D00_Lockup_2D00_Horizontal_2D00_Black.png \n High resolution and low latency graphics are key to providing VR users with a truly immersive experience. This talk will share tips and best practices for mobile VR on UE4, as well as the latest rendering techniques from UE4.14 onwards and how the graphics pipeline gets the most from the mobile form factor. Finally, the speakers will consider how mobile VR technology is evolving and what we can look forward to in the future of the field. \n Daniele Di Donato | Senior Software Engineer, ARM Ryan Vance | Senior Rendering programmer, Epic Games R&eacute;mi Palandri | Software Engineer, Oculus \n Date: Wednesday 1st March Time: 5.00 pm Location: West Hall 3007 GDC 2017 Scheduler \n \n Achieving Console Quality Games on Mobile with Digital Legends case study \n DLE_5F00_logo.png \n In the last 7 years there has been a massive 300x increase in GPU performance and 24x increase in screen resolution, making AAA graphics content achievable on mobile games. This talk will provide a case study of the Afterpulse game to cover the key developer features of the mobile architecture as well as the best coding practices used to achieve AAA graphics content. The session will also cover the most useful developer tools used to detect specific code bottlenecks, and how they were overcome. \n Pete Harris| Senior Principal Architect, ARM Jon Kirkham | Staff Software Engineer, ARM Unai Landa | CTO, Digital Legends \n Date: Thursday 2nd March Time: 10.00 am Location: West Hall 3022 GDC 2017 Scheduler \n \n Get the most from Vulkan in Unity with practical examples from Infinite dreams \n 1_5F00_gora_5F00_lewo_5F00_id_5F00_logo.jpg unity_2D00_logo.png \n Developers can achieve key benefits like reduced power consumption and optimized CPU and GPU utilization, enabling richer scene content and an overall increase in game FPS when porting their games to Vulkan. ARM, Unity and Infinite Dreams have teamed up to showcase the tangible benefits provided by the Vulkan API on the Unity engine. Unity will also present a technical deep dive on lessons learned and performance tips used when integrating Vulkan into the Unity rendering pipeline. \n Roberto Lopez Mendez | Senior Software Engineer, ARM Mikko Strandborg | Graphics Ninja at Unity Technologies Marek Wyszyński |Vice President &amp; Co-Founder at Infinite Dreams \n Panel Discussions: \n Date: Wednesday 1st March Time: 2.00- 3.00pm Location: West Hall 3022 GDC 2017 Scheduler \n \n The Future of Real-Time Lighting: Panel Discussion \n Real-time lighting is a relatively young field within games. It is also one of the most important. As cinematographers have long known, it can make or break the final image, set the mood or enhance the story. But creating real-time lighting in games comes with a unique set of creative and technological challenges. This panel of industry experts will explore current issues in real-time lighting and discuss what the future holds in terms of opportunities and challenges. We will conduct the session in a town-hall style with a moderator and the opportunity for attendees to ask questions to the panel. \n Panel: \n \n Remi Driancourt, ATG Lead, Square Enix \n Andrew Maximov, Lead Technical artist, Naughty Dog \n Neil Thompson, Head of Art and Animation, Bioware \n Matthew Cooke, Senior Lighting Artist, Ready at Dawn \n Yuriy ODonnell, Rendering Engineer, Frostbite / EA \n Ivan Pedersen, Staff Technical Artist, ARM Enlighten \n \n Moderated by: Sean Cleaver, Deputy Editor, Develop \n \n bioware_2D00_logo.png ready_2D00_at_2D00_dawn_2D00_logo.png \n naughty_2D00_dog_2D00_logo.png Frostbite_5F00_Engine_5F00_logo.png
X-ALT-DESC;FMTTYPE=text/html:<html><body><hr /><p style="text-align:center;">&nbsp;<a href="https://community.arm.com/resized-image/__size/502x176/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/pastedimage1485780279834v1.jpeg">pastedimage1485780279834v1.jpeg</a></p><hr /><p>The <a href="http://www.gdconf.com/" target="_blank">Game Developers Conference</a>&nbsp;(GDC)&nbsp;is the primary forum where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games and virtual reality gather to exchange ideas and shape the future of the industry.&nbsp;</p><p>Find us at<strong> Booth 1924</strong>,<strong> South Hall</strong>, to&nbsp;meet our graphics experts and see our latest technologies and demos.</p><table style="width:100%;margin-left:auto;margin-right:auto;" border="0"><tbody><tr style="width:33%;"><td style="width:33%;"><p style="text-align:center;"><a href="https://community.arm.com/resized-image/__size/320x50/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/Image1.jpg">Image1.jpg</a></p></td><td style="width:33%;"><p style="text-align:center;"><a href="https://community.arm.com/resized-image/__size/320x240/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/Image2.jpg">Image2.jpg</a></p></td><td style="width:33%;"><p style="text-align:center;"><a href="https://community.arm.com/resized-image/__size/320x240/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/Image3.jpg">Image3.jpg</a></p></td></tr><tr style="width:33%;"><td style="width:33%;"><p style="text-align:center;"><strong>Sponsored Sessions &amp; Panel Discussions</strong><br />Learn how to achieve the best<br />in mobile graphics with ARM</p></td><td style="width:33%;"><p style="text-align:center;"><strong>Demos </strong><br />Coming&nbsp;soon!</p></td><td style="width:33%;"><p style="text-align:center;"><strong>Partners </strong><br />Coming&nbsp;soon!</p></td></tr></tbody></table><p><strong><a id="ss"></a>Sponsored Sessions:</strong></p><p><strong>Date:</strong> Wednesday 1st March <strong>Time:</strong> 12.30 pm <strong>Location:</strong> West Hall 3007 <a href="http://schedule.gdconf.com/list">GDC 2017 Scheduler</a></p><h3><strong>Mobile: The future of VR</strong></h3><p><strong><a href="https://community.arm.com/resized-image/__size/320x240/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/samsung_2D00_logo.jpg">samsung_2D00_logo.jpg</a></strong></p><p>With the success of Samsung GearVR and recent launch of Google Daydream, mobile virtual reality has taken the consumer center stage. This talk will discuss the mobile VR technology available today, the challenges that mobile VR faces and the technological advances and optimizations available to overcome these challenges. In addition, we&rsquo;ll cover both the current benefits of the Vulkan API and its potential for future applications. Finally, the speakers will consider how mobile VR technology is evolving and what the future of mobile VR holds for you.</p><p><em>Sam Martin&nbsp;| Senior Principal Graphics Architect, ARM Juan Wee&nbsp;| Senior Director, Mobile Platform and solutions, &nbsp;Samsung Electronics Alon Or-bach&nbsp;| Senior Software Engineer, Samsung R&amp;D</em></p><p><strong>Date:</strong> Wednesday 1st March <strong>Time:</strong>&nbsp;3.30 pm <strong>Location:</strong> West Hall 3022 <a href="http://schedule.gdconf.com/list">GDC 2017 Scheduler</a></p><p>&nbsp;</p><h3><strong>High Quality Mobile VR with Unreal Engine and Oculus</strong></h3><p><strong><a href="https://community.arm.com/resized-image/__size/320x240/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/Unreal_5F00_Enginetext.png">Unreal_5F00_Enginetext.png</a>&nbsp;&nbsp;</strong><strong><a href="https://community.arm.com/resized-image/__size/320x240/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/03_5F00_Oculus_2D00_Full_2D00_Lockup_2D00_Horizontal_2D00_Black.png">03_5F00_Oculus_2D00_Full_2D00_Lockup_2D00_Horizontal_2D00_Black.png</a></strong></p><p>High resolution and low latency graphics are key to providing VR users with a truly immersive experience. This talk will share tips and best practices for mobile VR on UE4, as well as the latest rendering techniques from UE4.14 onwards and how the graphics pipeline gets the most from the mobile form factor. Finally, the speakers will consider how mobile VR technology is evolving and what we can look forward to in the future of the field.</p><p><em>Daniele Di Donato&nbsp;| Senior Software Engineer, ARM Ryan Vance&nbsp;| Senior Rendering programmer, &nbsp;Epic Games R&eacute;mi Palandri | Software Engineer,&nbsp;Oculus</em></p><p><strong>Date:</strong>&nbsp;Wednesday 1st March <strong>Time:</strong>&nbsp;5.00&nbsp;pm <strong>Location:</strong> West Hall 3007 <a href="http://schedule.gdconf.com/list">GDC 2017 Scheduler</a></p><p>&nbsp;</p><h3><strong>Achieving Console Quality Games on Mobile with Digital Legends case study</strong></h3><p><strong><a href="https://community.arm.com/resized-image/__size/320x240/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/DLE_5F00_logo.png">DLE_5F00_logo.png</a></strong></p><p>In the last 7 years there has been a massive 300x increase in GPU performance and 24x increase in screen resolution, making AAA graphics content achievable on mobile games. This talk will provide a case study of the Afterpulse game to cover the key developer features of the mobile architecture as well as the best coding practices used to achieve AAA graphics content. The session will also cover the most useful developer tools used to detect specific code bottlenecks, and how they were overcome.</p><p><em>Pete Harris| Senior Principal Architect, ARM Jon Kirkham&nbsp;| Staff Software Engineer, ARM Unai Landa&nbsp;| CTO, Digital Legends</em></p><p><strong>Date:</strong>&nbsp;Thursday 2nd&nbsp;March <strong>Time:</strong>&nbsp;10.00 am <strong>Location:</strong> West Hall 3022 <a href="http://schedule.gdconf.com/list">GDC 2017 Scheduler</a></p><p>&nbsp;</p><h3><strong>Get the most from Vulkan in Unity with practical examples from Infinite dreams</strong></h3><p><strong><a href="https://community.arm.com/resized-image/__size/183x91/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/1_5F00_gora_5F00_lewo_5F00_id_5F00_logo.jpg">1_5F00_gora_5F00_lewo_5F00_id_5F00_logo.jpg</a>&nbsp;&nbsp;</strong><strong><a href="https://community.arm.com/resized-image/__size/221x80/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/unity_2D00_logo.png">unity_2D00_logo.png</a></strong></p><p>Developers can achieve key benefits like reduced power consumption and optimized CPU and GPU utilization, enabling richer scene content and an overall increase in game FPS when porting their games to Vulkan. ARM, Unity and Infinite Dreams have teamed up to showcase the tangible benefits provided by the Vulkan API on the Unity engine. Unity will also present a technical deep dive on lessons learned and performance tips used when integrating Vulkan into the Unity rendering pipeline.</p><p><em>Roberto Lopez Mendez | Senior Software Engineer, ARM Mikko Strandborg&nbsp;| Graphics Ninja at Unity Technologies Marek Wyszyński&nbsp;|Vice President &amp; Co-Founder at Infinite Dreams</em></p><h3 style="text-align:center;"><strong>Panel Discussions:</strong></h3><p><strong>Date:</strong>&nbsp;Wednesday&nbsp;1st March <strong>Time:</strong>&nbsp;2.00- 3.00pm <strong>Location:</strong> West Hall 3022 <a href="http://schedule.gdconf.com/list">GDC 2017 Scheduler</a></p><p>&nbsp;</p><h3><strong>The Future of Real-Time Lighting: Panel Discussion</strong></h3><p>Real-time lighting is a relatively young field within games. It is also one of the most important. As cinematographers have long known, it can make or break the final image, set the mood or enhance the story. But creating real-time lighting in games comes with a unique set of creative and technological challenges. This panel of industry experts will explore current issues in real-time lighting and discuss what the future holds in terms of opportunities and challenges. We will conduct the session in a town-hall style with a moderator and the opportunity for attendees to ask questions to the panel.</p><p>Panel:</p><ul><li>Remi Driancourt, ATG Lead, Square Enix</li><li>Andrew Maximov, Lead Technical artist, Naughty Dog</li><li>Neil Thompson, Head of Art and Animation, Bioware</li><li>Matthew Cooke, Senior Lighting Artist, Ready at Dawn</li><li>Yuriy ODonnell, Rendering Engineer, Frostbite / EA</li><li>Ivan Pedersen, Staff&nbsp;Technical Artist, ARM Enlighten</li></ul><p style="text-align:center;">Moderated by: Sean Cleaver,&nbsp;Deputy Editor, Develop</p><p style="text-align:center;">&nbsp;</p><p><a href="https://community.arm.com/resized-image/__size/320x240/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/bioware_2D00_logo.png">bioware_2D00_logo.png</a>&nbsp;&nbsp;<a href="https://community.arm.com/resized-image/__size/320x240/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/ready_2D00_at_2D00_dawn_2D00_logo.png">ready_2D00_at_2D00_dawn_2D00_logo.png</a></p><p><a href="https://community.arm.com/resized-image/__size/320x240/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/naughty_2D00_dog_2D00_logo.png">naughty_2D00_dog_2D00_logo.png</a><a href="https://community.arm.com/resized-image/__size/320x240/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/Frostbite_5F00_Engine_5F00_logo.png">Frostbite_5F00_Engine_5F00_logo.png</a></p></body></html>
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