It always seems like I'll have a day that has 4 or 5 sessions booked at the same time that I want to see, and then on another day have some time slots with nothing that I want to see. Obviously, you can't please all of the people all of the time, but Wednesday definitely seems like the busy day.
Anyway, here's what my current schedule is looking like (I am not sure why blogger is inserting all this whitespace):
Session Title |
Date |
Start Time |
End Time |
Discovering New Development Opportunities |
03-25-2009 |
9:00 AM |
10:00 AM |
Hitting 60Hz with the Unreal Engine: Inside the Tech of MORTAL KOMBAT vs DC UNIVERSE |
03-25-2009 |
10:30 AM |
11:30 AM |
Next-Gen Tech, but Last-Gen Looks? Tips to Make your Game Look Better - That Don't Include Bloom and Motion Blur. |
03-25-2009 |
12:00 AM |
1:00 PM |
Out of Order: Making In-Order Processors Play Nicely |
03-25-2009 |
2:30 PM |
3:30 PM |
Deferred Lighting and Post Processing on PlayStation(R)3 |
03-25-2009 |
4:00 PM |
5:00 PM |
The Unique Lighting in MIRROR'S EDGE: Experiences with Illuminate Labs Lighting Tools |
03-26-2009 |
9:00 AM |
10:00 AM |
From Pipe Dream to Open World: The Terraforming of FAR CRY 2 |
03-26-2009 |
1:30 PM |
2:30 PM |
Morpheme & PhysX: A New Approach to Combining Character Animation and Simulation |
03-26-2009 |
4:30 PM |
5:30 PM |
The Cruise Director of AZEROTH: Directed Gameplay within WORLD OF WARCRAFT |
03-26-2009 |
3:00 PM |
4:00 PM |
Fast GPU Histogram Analysis and Scene Post-Processing |
03-27-2009 |
9:00 AM |
9:20 AM |
Mixed Resolution Rendering |
03-27-2009 |
10:30 AM |
10:50 AM |
Rendering Techniques in GEARS OF WAR 2 |
03-27-2009 |
2:30 PM |
3:30 PM |
Dynamic Walking with Semi-Procedural Animation |
03-27-2009 |
4:00 PM |
5:00 PM |
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