Events

Discover our engineers in the wild!

We regularly send our talented engineers to present at various industry conferences to share their knowledge and experience with the wider game developer audience, often in conjunction with other game developers.

These engaging and informative sessions range from talks for beginners to complex discussions for experienced developers, and of course introducing and demonstrating new products or major feature updates to our existing products.

This page provides an index for the main events we attend, but we also have a presentations page, a publications page, and a videos page which you may also find useful.

Jump to the section you need:

Game Developers Conference (GDC) 2022

AMD has always had a strong presence at the Game Developers Conference, and GDC 2022 was no exception.

We had sessions covering the details of the newly-announced AMD FidelityFX Super Resolution 2 (FSR 2), introduced our new Radeon™ Raytracing Analyzer, and shared the stage with AAA developers to go behind the scenes with the development of their games.

You can watch the videos and grab the slides on our GDC 2022 page – almost as good as being there!

Discover our videos and slides from the GDC 2022, including FSR 2.0, ray tracing, Ryzen optimizations, and presentations with game devs.

Previous years at GDC

Were you there in previous years, or just want to catch up on what you missed? Have a read of our blogs from GDCs of the past.

If you just want to dive right into all our GDC presentations, you’ll find them here:

Title Information Event Year
Getting the Best out of D3D12 Presented by Dave Oldcorn, Software Engineering Fellow, AMD; Evan Hart, Principal Engineer, NVIDIA [4.7MB] GDC 2015
Visual Effects in Star Citizen Presented by Alistair Brown, Director of Graphics Programming, Cloud Imperium [120MB] GDC 2015
Advancements In Tiled Rendering Presented by Gareth Thomas, Developer Technology Engineer, AMD [27.4MB] GDC 2015
Low Latency and Stutter-Free Rendering in VR and Graphics Applications Presented by Layla Mah, Lead Architect, VR & Advanced Rendering, AMD [34.7MB] GDC 2015
Optimizing Games for Graphics Core Next Architecture using AMD Graphics Tools Presented by Gordon Selley and Sigal Algranaty, Software Development Engineers, AMD [24.9MB] GDC 2015
Augmented Hair in Deus Ex Universe Projects - TressFX 3.0 Presented by Jason Stewart, Software Engineer, AMD and Uriel Doyon, 3D Programmer, Eidos-Montréal [25MB] GDC 2015
D3D12 A new meaning for efficiency and performance Presented by Dave Oldcorn, Software Engineering Fellow, AMD; Stephan Hodes, Developer Technology Engineer, AMD; Max McMullen, Principal Development Lead, Microsoft; Dan Baker, Graphics Architect, Oxide Games [4.1MB] GDC 2015
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs Presented by Stephan Hodes, AMD [0.7MB] GDC Europe 2015
Practical DirectX 12 - Programming Model and Hardware Capabilities Presented by Gareth Thomas (AMD), Alex Dunn (NVIDIA) [1.2MB] GDC 2016
Vulkan Fast Paths Presented by Graham Sellers (AMD), Timothy Lottes (AMD), Matthaeus Chajdas (AMD) [1.5MB] GDC 2016
Let Your Game Shine - Optimizing DirectX 12 and Vulkan Performance with AMD CodeXL Presented by Doron Ofek (AMD) [1.7MB] GDC 2016
Right on Queue: Advanced DirectX 12 Programming Stephan Hodes (AMD), Dave Oldcorn (AMD), Dan Baker (Oxide) [1.6MB] GDC 2016
D3D12 & Vulkan: Lessons Learned Presented by Matthaeus Chajdas (AMD) [6MB] GDC 2016
Advanced Techniques and Optimization of HDR Color Pipelines Presented by Timothy Lottes (AMD) [8.3MB] GDC 2016
LiquidVR Today and Tomorrow Presented by Guennadi Riguer (AMD) [3.6MB] GDC 2016
Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRays Presented by Takahiro Harada (AMD), Dmitry Kozlov (AMD) [49.5MB] GDC 2016
GPUOpen - Unlocking Game Development with Open Source Presented by Nicolas Thibieroz (AMD), Jason Stewart (AMD), Dmitry Kozlov (AMD), Doron Ofek (AMD), Jean-Normand Bucci (Eidos Montreal) and others [5.0MB] GDC 2016
D3D12 and Vulkan Done Right Advanced Graphics Techniques Tutorial. Presented by Gareth Thomas (AMD) [0.7MB] GDC 2017
Wave Programming in D3D12 and Vulkan Advanced Graphics Techniques Tutorial. Presented by David Lively (AMD) & Holger Gruen (NVIDIA) [2.1MB] GDC 2017
Async Compute Deep Dive Advanced Graphics Techniques Tutorial. Presented by Alex Dunn (NVIDIA) & Stephan Hodes (AMD) [0.9MB] GDC 2017
Moving to DirectX 12: Lessons Learned Advanced Graphics Techniques Tutorial. Presented by Tiago Rodrigues (Ubisoft Montreal) [13.2MB] GDC 2017
Cinematic Depth of Field Advanced Graphics Techniques Tutorial. Presented by Karl Hillesland (AMD) [0.8MB] GDC 2017
D3D12 & Vulkan: Lessons learned Presented by Matthaeus Chajdas (AMD) [1.2MB] GDC 2017
Advanced Shader Programming on GCN Presented by Timothy Lottes (AMD) [0.7MB] GDC 2017
Real-Time Finite Element Method (FEM) and TressFX 4.0 Presented by Eric Larsen (AMD) and Dongsoo Han (AMD) [0.8MB] GDC 2017
Explicit DirectX 12 Multi GPU rendering Presented by Raul Aguaviva (AMD) & Dan Baker (Oxide Games) [2.5MB] GDC 2017
True Audio Next and Multimedia AMD APIs in games and VR applications development Presented by Mikhail Mironov (AMD) & Pavel Siniavine (AMD) [1.9MB] GDC 2017
Radeon ProRender and Radeon Rays in a Gaming rendering workflow Presented by Dmitry Kozlov (AMD) & Takahiro Harada (AMD) [4.3MB] GDC 2017
A Sampling of UE4 Rendering Improvements Capsaicin and Cream Session [Video]. Presented by Arne Schober (Epic) [1.3MB] GDC 2017
Scriptable Rendering Pipeline Capsaicin and Cream Session [Video]. Presented by Aras Pranckevicius (Unity) [3.8MB] GDC 2017
Improving Texture Compression in Games Capsaicin and Cream Session [Video]. Presented by Stephanie Hurlburt (Binomial) [0.3MB] GDC 2017
How We Rethought Compression in Games Capsaicin and Cream Session [Video]. Presented by Tamas Rabel (Creative Assembly) [2.5MB] GDC 2017
Subsurface Scattering in Unreal's Forward Renderer Capsaicin and Cream Session [Video]. Presented by Tom Sanocki (Limitless) and Dave Wilkinson (AMD) [1.1MB] GDC 2017
D3D12 Future, VR and Beyond Capsaicin and Cream Session [Video]. Presented by Dan Baker (Oxide) [1.2MB] GDC 2017
Optimizing for AMD Ryzen CPU Presented by Kenneth Mitchell (AMD) & Elliot Kim (AMD) [1.9MB] GDC 2017
New Techniques for Accurate Real-Time Reflections Advanced Graphics Techniques Tutorial. Presented by Max McMullen (Microsoft), Max Aizenshtein (Futuremark) [6.3MB] GDC 2018
Memory management in Vulkan and DX12 Advanced Graphics Techniques Tutorial. Presented by Adam Sawicki (AMD) [1.7MB] GDC 2018
The Latest Graphics Technology in Remedy's Northlight Engine Advanced Graphics Techniques Tutorial. Presented by Tatu Aalto (Remedy) [12.6MB] GDC 2018
GPU-based clay simulation and ray-tracing tech in Claybook Advanced Graphics Techniques Tutorial. Presented by Sebastian Aaltonen (Second Order) [24.4MB] GDC 2018
The Elusive Frame Timing: A Case Study for Smoothness Over Speed Advanced Graphics Techniques Tutorial. Presented by Alen Ladavac (Croteam) [5.8MB] GDC 2018
Water rendering in Far Cry 5 Advanced Graphics Techniques Tutorial. Presented by Bane Grujic (Ubisoft), Cristian Cutocheras (AMD) [808MB] GDC 2018
Real-time ray-tracing techniques for integration into existing renderers AMD Sponsored Session. Presented by Takahiro Harada [3.0MB] GDC 2018
The Art of Profiling - Radeon GPU Profiler & RenderDoc AMD Sponsored Session. Presented by Gordon Selley (AMD), Baldur Karlsson (RenderDoc), Navin Patel (AMD), Herb Marselas (AMD), Budi Purnomo (AMD) [11.8MB] GDC 2018
Simulating and Rendering Physically-Realistic Curly Hair AMD Sponsored Session. Presented by Zheng Qiqiang (Netease), Sean Skelton (AMD) [173.0MB] GDC 2018
Taking the Red Pill - Using Radeon GPU Profiler to look inside your game AMD Sponsored Session. Presented by Jason Stewart (AMD), Rolando Caloca (Epic) [10.6MB] GDC 2018
Engine Optimization Hot Lap AMD Sponsored Session. Presented by Timothy Lottes [10.2MB] GDC 2018
Optimizing for the AMD Ryzen family of CPU and APU processors AMD Sponsored Session. Presented by Ken Mitchell (AMD), Elliot Kim (AMD) [1.4MB] GDC 2018
Efficient Rendering in The Division 2 Advanced Graphics Techniques Tutorial. Presented by Calle Lejdfors (Ubisoft), Raul Aguaviva (AMD) [52MB]] GDC 2019
4 Million Acres, Seriously! GPU-Based Procedural Terrains in Serious Sam 4 Advanced Graphics Techniques Tutorial. Presented by Alen Ladavac (Croteam) [22MB] GDC 2019
Surfing The Wave(front)s With Radeon GPU Profiler Advanced Graphics Techniques Tutorial. Presented by Dominik Baumeister (AMD) [81MB] GDC 2019
Debugging and Profiling DXR and Vulkan Ray-Tracing Advanced Graphics Techniques Tutorial. Presented by Aurelio Reis [81MB] GDC 2019
High Zombie Throughput in Modern Graphics Advanced Graphics Techniques Tutorial. Presented by Anton Krupkin (Saber), Denis Sladkov (Saber) [88MB] GDC 2019
Breaking Down Barriers: An Introduction to GPU Synchronisation Advanced Graphics Techniques Tutorial. Presented by Matt Pettineo (Ready at Dawn) [24MB] GDC 2019
Wakes, Explosions and Lighting: Interactive Water Simulation in Atlas Advanced Graphics Techniques Tutorial. Presented by Mark Mihelich (Studio Wildcard), Tim Tcheblokov (NVIDIA) [99MB] GDC 2019
Enabling Real-Time Light Baking Workflows in Saber Engine with AMD Radeon Rays AMD Sponsored Session. Presented by Dmitry Kozlov (AMD), Max Gridnev (Saber) [2.6MB] GDC 2019
AMD Ryzen Processor Software Optimisation AMD Sponsored Session. Presented by Ken Mitchell (AMD) [2.2MB] GDC 2019
Powering Spatial Audio on GPUs Through Hardware, Software and Tools AMD Sponsored Session. Presented by Lakulish Antani (Valve), Carl Wakeland (AMD) [31MB] GDC 2019
DirectX 12 Optimisation Techniques on Biohazard RE:2 and Devil May Cry 5 AMD Sponsored Session. Presented by Ojiro Tanaka (Capcom), Ash Smith (AMD) [44MB] GDC 2019
A Blend of GCN Optimisation and Colour Processing AMD Sponsored Session. Presented by Timothy Lottes (AMD), Jordan Logan (AMD) [19MB] GDC 2019
AMD GPU Performance Revealed AMD Sponsored Session. Presented by Amit Ben-Moshe (AMD), Rodrigo Urra (AMD) [11MB] GDC 2019
AMD Ryzen™ Processor Software Optimization GDC 2022. [Video] Presented by Ken Mitchell (AMD) [1.8MB] GDC 2022 2022
Breaking down the world of Athia: the technologies of Forspoken GDC 2022. [Video] Presented by Teppei Ono (Luminous Productions) and Aurélien Sérandour (AMD) [11.2MB] GDC 2022 2022
Raytracing Performance Revealed - How to optimize your game with the RDTS GDC 2022. [Video] Presented by Christopher Hesik and Can Alper (AMD) [9.6MB] GDC 2022 2022
Performant Reflective Beauty - Hybrid Raytracing with Far Cry 6 GDC 2022. [Video] Presented by Stephanie Brenham (Ubisoft Toronto) and Ihor Szlachtycz (AMD) [6.2MB] GDC 2022 2022
FidelityFX Super Resolution 2.0 GDC 2022. [Video] Presented by Thomas Arcila and Colin Riley (AMD) [1.9MB] GDC 2022 2022
A Guided Tour of Blackreef: Rendering Technologies in Deathloop GDC 2022. [Video] Presented by Gilles Marion (Arkane Studios Lyon) and Lou Kramer (AMD) [8.5MB] GDC 2022 2022

Digital Dragons

Digital Dragons is a major annual games industry conference covering Central and Eastern Europe. We usually send along members of our team to meet with developers, and deliver presentations.

Title Information Event Year
Porting your engine to Vulkan or DX12 Presented by Adam Sawicki at Digital Dragons, Kraków, Poland [Video] [15.3MB] Digital Dragons 2018
Make Your Game Friendly for Graphics Debugging and Optimization Presented by Adam Sawicki, 27 May 2019, Digital Dragons, Kraków, Poland [2.1MB] Digital Dragons 2019
Efficient Use of GPU Memory in Modern Games Digital Dragons 2021. [Video] Presented by Adam Sawicki (AMD) [2.3MB] Digital Dragons 2021 2021
Memory Management in the APEX Engine Digital Dragons 2022. [Video] Presented by Daniel Isheden (Avalanche Studios Group) and Lou Kramer (AMD) [3.7MB] Digital Dragons 2022 2022

SIGGRAPH

SIGGRAPH describes itself to be the world’s largest and most influential conferences on computer graphics and interactive techniques. Our engineers regularly attend, and publish papers relating to their research and deliver presentations, or provide demonstrations. 

You can find these papers, along with any associated presentations or videos in the table below. If publication papers are your thing, make sure to visit our publications page.

Title Information Year
Recent advances in real-time collision and proximity computations for games and simulations Sung-eui Yoon, Young J. Kim, Takahiro Harada, SA '10: ACM SIGGRAPH ASIA 2010 Courses, No.: 22, pp 1–110 2010
A space-efficient and hardware-friendly implementation of Ptex Sujeong Kim, Karl Hillesland, Justin Hensley, SA '11: SIGGRAPH Asia 2011 Sketches, No.: 31, pp 1–2 2011
Heterogeneous particle-based simulation Takahiro Harada, SA '11: SIGGRAPH Asia 2011 Sketches, No.: 19, pp 1–2 2011
A 2.5D culling for Forward+ Takahiro Harada, SA '12: SIGGRAPH Asia 2012 Technical Briefs, No. 18, pp 1–4 2012
Compute for graphics Karl Hillesland, SA '12: SIGGRAPH Asia 2012 Courses, No.: 4, pp 1–94 2012
A framework for rendering complex scattering effects on hair Xuan Yu, Jason C. Yang, Justin Hensley, Takahiro Harada, Jingyi Yu, I3D '12: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp 111–118 2012
OpenGL and DirectX Karl Hillesland, SA '13: SIGGRAPH Asia 2013 Courses, No. 10, pp 1–79 2013
GPU compute for graphics Karl Hillesland, SA '13: SIGGRAPH Asia 2013 Courses, No.: 9, pp 1–123 2013
The quest for the ray tracing API A. Keller, I. Wald, T. Harada, D. Kozlov, R. Karrenberg, L. Peterson, T. Hector, SIGGRAPH '16: ACM SIGGRAPH 2016 Courses, No. 25, pp 1 2016
A framework to transform in-core GPU algorithms to out-of-core algorithms Takahiro Harada, I3D '16: Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games February, pp 179–180 2016
Tiled light trees Yuriy O’Donnell, Matthäus G. Chajdas. Accepted to ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2017. 2017
Bidirectional Path Tracing Using Backward Stochastic Light Culling Yusuke Tokuyoshi, Takahiro Harada, SIGGRAPH '18: ACM SIGGRAPH 2018 Talks, Article No. 70, pp 1–2
(Abstract PDF - Slides PDF - Supplemental PDF)
2018
World-space spatiotemporal reservoir reuse for ray-traced global illumination Guillaume Boissé, SIGGRAPH Asia 2021 [33MB] 2021
Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space Tianchen Xu, Wei Zeng, Enhua Wu, SIGGRAPH ASIA 2021 [8MB] 2021
Sparse Volume Rendering using Hardware Ray Tracing and Block Walking Mehmet Oguz Derin, Takahiro Harada, Yusuke Takeda, Yasuhiro Iba, SIGGRAPH Asia 2021 [27MB] 2021
Unbiased VNDF Sampling for Backfacing Shading Normals Yusuke Tokuyoshi, SIGGRAPH '21: ACM SIGGRAPH 2021 Talks, Article No. 8, pp 1–2 (2021)
(Abstract PDF [19MB] - Supplemental PDF [7MB])
2021
GI-1.0: A Fast and Scalable Two-level Radiance Caching Scheme for Real-time Global Illumination Guillaume Boissé, Sylvain Meunier, Heloise de Dinechin, Pieterjan Bartels, Alexander Veselov, Kenta Eto, Takahiro Harada.
Demo at SIGGRAPH 2022, GPUOpen TechReport due Sept. 2022.
(MP4 Video [173MB])
2022
Accurate Diffuse Lighting from Spherical Gaussian Lights Yusuke Tokuyoshi, SIGGRAPH 2022 Posters [7MB]
(Supplemental PDF [124KB], MP4 Video [212MB])
2022
Compression and Interactive Visualization of Terabyte Scale Volumetric RGBA Data with Voxel-scale Details Mehmet Oguz Derin, Takahiro Harada, Yusuke Takeda, Yasuhiro Iba, SIGGRAPH 2022 Posters [7MB] 2022

Other industry conferences

Here’s just some of the conferences that our engineers have been presenting at in recent years.

The table below contains presentations from these other events, but if you’re looking for all our presentations (including those not associated with an event) in one place, then make sure you don’t miss our presentations page.

Title Information Event Year
clSPARSE: A Vendor-Optimized Open Source Sparse BLAS Library Presented by Joseph Greathouse, Kent Knox, Kiran Varaganti and Mayank Daga (AMD) and Jakub Pola (University of Wrocaw and Vratis, Ltd.) [1.7MB] IWOCL, Vienna 2016
Optimize Your Engine Using Compute 4C 2018. Presented by Lou Kramer (AMD) in Prague [Video] [2.9MB] 4C 2018
World War Z – Using Vulkan® to Tame the Zombie Swarm Reboot DEVELOPRED 2019. [Video] Presented by Jordan Logan (AMD) and Nikolai Petrov (Saber Interactive) [1.4MB] Reboot DEVELOPRED 2019 2019
Optimising a AAA Vulkan Title on Desktop Vulkanised 2019. Presented by Lou Kramer, 20 May 2019, Vulkanised, Cambridge, UK [3.6MB] Vulkanised 2019
Triangles Are Precious, Let's Treat Them with Care Nordic Game, Malmö, Sweden. Presented by Dominik Baumeister, 23 May 2019. [4.0MB] Nordic Game 2019
Contrast Adaptive Sharpening (CAS) AMD Developer Day. Presented by Lou Kramer, June 2019 [54.1MB] AMD Developer Day 2019
All the Pipelines - Journey through the GPU Game Industry Conference 2020. [Video] Presented by Lou Kramer (AMD) [1.0MB] GIC 2020 2020
AMD Ryzen™ Processor Software Optimization Microsoft® Game Stack Live 2021. [Video] Presented by Ken Mitchell, AMD Game Engineering[17MB] Microsoft® Game Stack Live 2021 2021
Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX Microsoft® Game Stack Live 2021. [Video] Presented by Dominik Baumeister (AMD) [74MB] Microsoft® Game Stack Live 2021 2021
Compute Shaders Games Industry Conference 2021. [Video] Presented by Lou Kramer (AMD) [3.2MB] GIC 2021 2021

Let's build... 2020

With conferences either cancelled or virtual in 2020, we hosted our own virtual event “Let’s build…“.

This event was part of the relaunch of GPUOpen that year, to support our new releases and updates. 

Read more on our dedicated page, or take your pick of our presentations and videos below!

Title Information Event Year
AMD Ryzen Processor Software Optimization Let's Build... 2020 Virtual Event. [Video] Presented by Ken Mitchell (AMD) [8MB] Let's Build... 2020
Optimizing for the Radeon RDNA Architecture Let's Build... 2020 Virtual Event. [Video] Presented by Lou Kramer (AMD) [2MB] Let's Build... 2020
From Source to ISA: A Trip Down the Shader Compiler Pipeline Let's Build... 2020 Virtual Event. [Video] Presented by Matthaeus Chajdas (AMD) and Nicolai Haehnle (AMD)[8MB] Let's Build... 2020
A Review of GPUOpen Effects Let's Build... 2020 Virtual Event. [Video] [PPTX 50Mb] Presented by Jason Lacroix (AMD)[5MB] Let's Build... 2020
Curing Amnesia and Other GPU Maladies With AMD Developer Tools Let's Build... 2020 Virtual Event. [Video] Presented by Gordon Selley (AMD) Chris Hesik (AMD) and Amit Ben-Moshe (AMD)[5MB] Let's Build... 2020
Radeon ProRender Full Spectrum Rendering 2.0: The Universal Rendering API Let's Build... 2020 Virtual Event. [Video] Presented by Dimitry Kozlov (AMD) and Takahiro Harada (AMD)[55MB] Let's Build... 2020

What else?

Explore more of our documentation here on GPUOpen!

Publications

Discover our published publications.

Words not enough? How about pictures? How about moving pictures? We have some amazing videos to share with you!

If slide decks are what you’re after, you’ll find 100+ of our finest presentations here. Plus there’s a handy list of our product manuals!