- 6th to 9th of April 2012 - Time until opening :

Seminars - 2012

Communicating emotion - how to make good music

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.

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Embedded software development on the example of a VoIP residential gateway

Jens Schönfeld

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.

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Exporting 3D scenes from Maya to WebGL using clang and llvm


Audience: Experienced 3d artists and coders

The internal dependency graph of Maya that describes shaders and animations is transformed into code, optimized using clang and llvm, and then output to javascript and glsl so that it can run in a browser. Some examples and a demo are shown and an overview of the internal working is given. This is a convenient tool for for 3d artists and a new approach for all coders who want to code their own 3d engine.

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Introduction to light shading for real-time rendering


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.

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Post Processing for Real-Time Applications


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.

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So you want to build an arcade machine?


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.

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Software Licensing and Marketing


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.

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The possible next generation of demoscene 64k softsynths

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.

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Think Big! Secrets of editing monumental GFXs

Prince/Obsessed Maniacs

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!

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"Zbrush advanced" - hard surface sculpting techniques & rapid prototyping

cosmic/higher lyrics

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.

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4k Seminars

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.

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