jco/neuro/aurevis media studios
Audience: Anybody interested in music and creativity in general
What makes a good song? What is good sound? I will try to answer these ultimate questions once and for all. This presentation will be about the effects of music and how to achieve them. From a pragmatic standpoint I will talk about how to use knowledge of audience expectations, clichés and stereotypes to achieve certain predictable effects using average digital studio gear. I'll also cover creativity techniques and I might include a little bit of tech-babble to get you started. The presentation will again feature beautiful hand-drawn slides and live demonstrations. This seminar is for everybody interested in music and creativity in general, many of the presented concepts can be applied to other forms of art just as well.
Audience: Programmers with Linux background. Asterisk experience helps, but is not required
Developing for an embedded system is fundamentally different from developing for desktop computers. The seminar will lead you through the inner workings of the Nequester residential gateway, explain the pitfalls of embedded development and show how to reduce turnaround times. Target: Take away your fear of developing for a system that does not have a monitor or keyboard.
Audience: Experienced 3d artists and coders
Audience: Programmers and graphic artists, any level; interested in real-time rendering, with beginner to intermediate level
In this talk we will present some of the basics of lighting in rendering, focusing on what can be done in real-time. After describing some of the physics of light, we will take an overview of some popular shading models, their meaning and how they relate to physical reality. In particular, we will talk about the diffuse and specular components, about Fresnel term and specular exponent, and how showing them some care can greatly improve our rendering. This seminar is meant as an introduction, so while seasoned graphics programmers might not learn much, they are invited to share their experience too.
Audience: Intermediate & experienced graphic-coders/beginner & intermediate artists/people interested in movie production
In the last 100 years, motion picture professionals have utilized various post-processing tools to enhance their work. With the rise of a completely digital workflow 10 years ago, those tools have become an incredibly powerful way to enhance the impression a production has on its audience. Now those tools are getting more and more commonly used in real-time environments, mostly game engines. While the implementation and requirements of post effects may vary, a fundamental understanding on how to use them is still the most important part of any post-production workflow. This seminar will take a look at various post-processing techniques used in the motion picture industry and how they can be used to enhance your real-time application (demos, intros, games). We will examine production-proven workflows on the most common used effects (and some more ‚exotic‘ ones), how to give your productions a distinctive look and how you can make those tools simple and fun to use.
Audience: Hardware-Hackers, everyone who wants/has an arcade machine at home/in the office
Arcade machines are a thing of magic. You push a button and your ship fires a bullet, your hero kicks the ass of a bad guy, your ninja teleports into magic. But how does the machine do that? And specially...
- How do you make YOUR arcade machine do that ?
- How does the button connect to the screen and how can you build one yourself?
Forget the 5 million Internet pages explaining it wrong, here's a complete manual.
Audience: Software Entrepreneurs (to be), CEOs, Project Leaders
As if turning pizza into source code wasn't difficult enough already, licensing and marketing software confronts many entrepreneurs with sheer cluelessness - what contracts should you conclude with whom, what should be included, and how do you avoid legal struggle altogether? In essence, this seminar is about turning your source code into much more pizza than you started off with.
BeRo/Farbrausch & red/mercury/titan
Audience: Primary audio-stuff and low-level-coding experienced coders and secondary musicians
A talk on how to get good sounding 64k softsynths very small, where track-preset-set-individual dynamic code generation is a fundamental key for this and whether this may be the next generation of 64k softsynths.
Audience: Newbies and ambitioned graphicians
For more than 10 years Prince is known for his 'larger than life-graphics'. For the first time ever he provides some insight views on developing really huge graphic projects. From the scratch to the world's smallest detail you'll learn how to catch fancy ideas and to manage the most complex projects developing your very own style. Learn what it's like to define your own progression in order to create images which are unique and follow the principles of real art. Your world will never be the same again. Promised!
Audience: Zbrush Users (advanced level), everybody who's interested what modern 3D tools are capable of (beyond 3D gfx on-screen) via rapid prototyping
Zbrush is a powerful 3D sculpting software. The seminar will give you an overview about the new amazing features that come with release Zbrush 4R3. Hard surface sculpting techniques will be shown and how to create really high detailed models in no time by following some simple concepts & principles. It doesn't matter if you're an absolute beginner in Zbrush, or you never ever created any 3D work before - or in case you are an experienced pro user in the use of Zbrush - I promise - I'm going to show you very interesting stuff here and I'll give my best to make this seminar an interesting time for you. Also I'll show an example in the use of rapid prototyping. This technique takes your digital 3D sculpts out of the computer and puts it as a physical object into the real world. There are some limitations and traps you might run into but I'm going to address these in the seminar.
This year new will be the short talks of 4-8 minutes length in addition to the regular seminars. All the short talks will be put together and held directly one after the other.
dox/MAMEDev team: 15 Years of MAME
Labour of love or chore? The truth behind the development of Multiple Arcade Machine Emulator. What has been done and where are things headed? A look at the core design, past, present, and future of the MAME project
FRaNKy/RBBS: How not to suck at pinball?
Low balltimes? No idea what to do? Too many blinkenlights? We'll help you! And we'll show some tricks too.
Seven/Fulcrum: Rendering mandelbox fractals faster with cone marching
Raymarching of signed distance fields is a well-known technique by now, and especially popular in 4K intros. But it slows down quickly when the scene complexity increases. Cone marching can make a tradeoff between different render artifacts, resulting in a nice speedup (20% to 100% higher FPS) and is especially effective for complex objects such as a Mandelbox fractal.
Krusty/Benediction: The inglorius Amstrad
- CPC guts
- CPC history
- CPC people
- CPC events
pixtur/still: Yet another demo tool
Once upon a time, 3 brave man to venture beyond the land of operator stacking and rewrite their demo tool from scratch. They went out to strike .net, direct-x, hlsl and usability with a single blow. So, let me tell you about their adventures and the golden land they were about to discover.