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GDC 2013 promises to attract over 22,500 programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games. In the coming years, the landscape of graphics is set to under-go further advances. The 27th edition of GDC will again be very mobile-oriented; its organizers have conducted a survey among more than 2,500 game developers about their development practices, which has revealed several notable trends with regards to target platforms, budget management, team sizes and more.
One of the main findings of this survey was that a majority of respondents are currently creating applications for smartphones and tablets rather than focus on the traditional markets (PC and game consoles). 38% of the survey’s developers released their last game for smartphones and tablets collectively, but 55% are making their current games there. Even more, 58% of all developers polled plan to release their next games on these platforms.

This is why, during GDC 2013, Imagination has prepared a ‘tour de force’ for all things related to mobile gaming and content creation.

GDC 2013 banner PowerVR

First of all, we will be bringing our own stand (booth 512) where developers can see some of the latest OpenGL ES and OpenCL demos running on Imagination’s PowerVR Series5/5XT and Series6 GPUs and MIPS CPUs while artists can experience first-hand the potential behind our Caustic Series2 real-time ray tracing PC cards.

Secondly, we are inviting all mobile developers to discover the best in mobile graphics development with a day of training, insight and discovery. By attending these sessions, you can meet members of the 38,000 strong PowerVR Insider ecosystem, find out what other leading mobile developers are planning and educate yourself on the most vibrant and fast growing segments of the games industry.

Here is a brief overview of each session, complete with dates and times. All sessions will take place in Esplanade 302.

Imagination’s sessions at GDC 2013

GDC 2013 banner PowerVR sessions

The architecture of high-end mobile graphics hardware

Tuesday 26th March, 10:00-11:00

The first half of this talk highlights the key aspects of PowerVR GPUs, including information on the new PowerVR Series6 architecture; the architecture behind high-end mobile devices set to ship in the next 6-12 months. This half also compares Series6 against PowerVR Series5/5XT, as well as other conventional GPU solutions, and provides an overview of how the hardware works.

 

The second half concentrates on the dos and don’ts of graphics on PowerVR hardware, detailing our “Golden Rules”, a dozen crucial rules for getting great performance on PowerVR hardware.

Using the PowerVR SDK to optimize your renderer

Tuesday 26th March, 11:15-12:15

This talk introduces users to the PowerVR Graphics SDK, giving an overview of the Utilities, Examples and Documentation provided. It describes how the free-to-use SDK and Utilities can be utilised to streamline the development process, optimize assets and profile the rendering code for a wide range of devices with varying GPU capabilities. This talk puts an emphasis on debugging, performance analysis and optimization.

PowerVR GDC 2013 discover SDK

It then gives a run-down of the new features introduced in version 3.1, the latest version of the SDK, released in time for GDC (available at the Imagination booth).

Accelerating look development with Autodesk 3ds Max and Autodesk Maya realtime, interactive ray traced viewports

Tuesday 26th March, 13:45-14:45

Imagination Technologies has recently launched the Caustic Visualizer ray traced viewport plugins for Autodesk 3ds Max and Maya. When coupled with the Caustic Series2 ray tracing accelerator boards, these plugins bring real-time, interactive ray tracing to even the earliest stages of modeling and lighting pipelines.

GDC 2012 Caustic Visualizer ray tracing

Game artists using 3ds Max and Maya will learn how this solution can help them to make better-informed creative choices in both modeling and lighting pipelines. This saves cost by reducing unnecessary and time-consuming preview renders of characters and backgrounds, compared to working with traditional OpenGL or Direct3D viewports.

The future of mobile graphics – panel discussion

As well as organizing these three training sessions, we have also put together a panel discussing the future of mobile graphics. It will be held on Tuesday, March 26th, between 15:00-16:00 PST. In this panel, we will discuss how mobile graphics have evolved in the last 3 years and where they are going next with well-known leaders in the gaming and middleware industries. This will include how the advances in capability have affected game production workflow, best practices for handle increasing fragmentation of capabilities, input mechanisms and operating systems, and what opportunities and challenges the next generation of hardware will bring.

We will be asking our experts how the functionality of future graphics APIs will affect their rendering, if better leveraging the memory architectures of mobile platforms will enable new capabilities for developer and where new technologies such as ray tracing will fit into the equation.

Among the panelists, we’ve invited Steve Blackmon, associate director of Caustic Professional, Aras Pranckevičius, graphic architect at Unity, Tamas Schlagl, technical director at Crytek Budapest, and Julien Merceron, worldwide technology director at Square Enix. Coordinating the discussion will be Peter McGuinness, Director of Business Development at Imagination.

A selection of recent blog articles in advance of GDC 2013

To help you get started with all things PowerVR before GDC 2013, we’ve put together a list of articles to browse through before the show starts.

Storified by Imagination PR Team· Mon, Mar 18 2013 04:39:12

GDC 2013 in a nutshell: PowerVR sessions, a panel on mobile graphics and massive prizes – With ImaginationGDC 2013 in a nutshell: PowerVR sessions, a panel on mobile graphics and massive prizes // March 18th, 2013 // Caustic Professional, Mult…
Micro-benchmark your render on PowerVR Series5, Series5XT and Series6 GPUs – With ImaginationMicro-benchmark your render on PowerVR Series5, Series5XT and Series6 GPUs // March 12th, 2013 // Multimedia, PowerVR Developers, PowerVR…
The Android Diaries | Getting started with graphics development on Android – With ImaginationThe Android Diaries | Getting started with graphics development on Android // March 8th, 2013 // Multimedia, PowerVR Developers, PowerVR …
The Android Diaries | How to build a PowerVR Graphics SDK Example – With ImaginationThe Android Diaries | How to build a PowerVR Graphics SDK Example // March 14th, 2013 // Multimedia, PowerVR Developers, PowerVR Graphics…
PVRTC2 – taking texture compression to a new dimension – With ImaginationTaking texture compression to a new dimension with PVRTC2 // January 16th, 2013 // Multimedia, PowerVR Developers, PowerVR Graphics Relea…
Developing AAA games with the PowerVR POD format – With ImaginationDeveloping AAA games with the PowerVR POD format // February 6th, 2013 // Multimedia, PowerVR Developers, PowerVR Graphics About the Powe…
PowerVR Series6 passes OpenGL ES 3.0 conformance with flying colours – With ImaginationPowerVR Series6 passes OpenGL ES 3.0 conformance with flying colours // February 20th, 2013 // Multimedia, PowerVR Developers, PowerVR Gr…
PowerVR Graphics: We Render Funny – With ImaginationPowerVR Graphics: We Render Funny // April 20th, 2012 // Multimedia, PowerVR Developers, PowerVR Graphics We are now back from various sh…
Great graphics IP, it’s about software too – With ImaginationGreat graphics IP, it’s about software too // July 4th, 2012 // Multimedia, PowerVR Developers, PowerVR Graphics It’s common to think of …
Caustic previews R2500 and R2100 OpenRL ray tracing PC boards at CES 2013 – With ImaginationCaustic previews R2500 and R2100 OpenRL ray tracing PC boards at CES 2013 // January 7th, 2013 // Caustic Professional After putting the …
Getting the light right™ in real time with Caustic Professional and PowerVR OpenRL – With ImaginationGetting the light right™ in real time with Caustic Professional and PowerVR OpenRL // February 11th, 2013 // Caustic Professional, Multim…
Why batch profile shaders?Why batch profile shaders? // August 28th, 2012 // Multimedia, PowerVR Developers, PowerVR Graphics Imagination’s PowerVR DevTech team ha…

During the show, make sure you follow us on Twitter (@PowerVRInsider and @ImaginationPR) and visit our booth for your chance at winning a limited edition t-shirt. We will also be giving away free DVDs with the latest PowerVR Graphics SDK. See you in San Francisco!

Alexandru Voica and Joe Davis have contributed to this post.

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