GDC 2014

GDC 2014 Session Scheduler

View, browse, and sort the ever-growing list of GDC sessions by pass type, track, summit, format, and day. With GDC Session Scheduler you can build your schedule in advance, and access it during the show via export or with the GDC mobile app, Please note that adding sessions to your schedule does not guarantee you a seat in that session. Sessions do fill up, so please arrive early to sessions that you would like to attend.

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Export Schedule:

Advanced Visual Effects with DirectX 11: Tessellation in Call of Duty: Ghosts

Wade Brainerd  |  Technical Director, Activision

Location: Room 2006, West Hall

Format: Tutorials & Bootcamps
Track: Programming
Vault Recording: Video

This session will describe how Infinity Ward leveraged hardware tessellation in Call of Duty: Ghosts to improve image quality and artist efficiency on PCs and next generation consoles, while maintaining the games trademark high-frame rate. Catmull-Clark subdivision surfaces are an artist friendly, efficient representation for next-generation models. Recent research, including feature adaptive subdivision surfaces by Matthias Niessner and Charles Loop, has made it possible to efficiently render these surfaces in real-time. A detailed description of Call of Duty's Sub-D pipeline will be presented, including best practices and enhancements to the feature adaptive subdivision surfaces technique. Additionally, the session will provide an overview of our world displacement mapping pipeline, which enabled artists to quickly upgrade the appearance of levels by adding fine detail to terrain geometry. The session will describe novel techniques and low-level bottleneck mitigation strategies that enabled us to overcome performance problems typically associated with tessellation.


Attendees will gain greater insights into advanced utilization of the Direct3D 11 graphics API, as used for high-end techniques in popular, AAA-shipping titles.

Intended Audience

The intended audience for this session includes graphics programmers who are planning or actively developing a cutting-edge Direct3D 11 application.