温馨提示:本站仅提供公开网络链接索引服务,不存储、不篡改任何第三方内容,所有内容版权归原作者所有
AI智能索引来源:http://www.ea.com/seed/publications
点击访问原文链接

SEED Publications - EA Official Site

SEED Publications - EA Official Site SEED Research & Announcements Blogs Publications Open Source Careers Contact Us Research & Announcements Blogs Publications Open Source Careers Contact Us Publications 2025 Presentations Villanueva Aylagas, Monica. (2025, February 13). Avalon: Improving Validation of Match-3 Level Generation. AI and Games Conference 2024. Video, Presentation. Palko, M. (2025, March 17). Revolutionizing Texture Pipelines: EA's Journey with Texture Sets. Game Developers Conference (GDC), San Francisco, USA. Presentation (PDF), Presentation (PPTX) Kucherenko, T. (2025, March 20). Measuring Animation Quality - Evaluating Objective Metrics. University of Basque Country, Spain. Scolari, S. (2025, April 14). 3DGS: Introductory Lecture on 3D Gaussian Splatting and Mesh2Splat. KTH, Stockholm, Sweden. Presentation. Bütepage, J. (2025, May 6-7). From 1 billion to 1 million: scaling down model size when the quality bar is high. Data Innovation Summit 2025, Stockholm, Sweden. Akhoundi, E., Ling, H. Y., Deshmukh, A. A., Bütepage, J. (2025, June 11). SILK: Smooth InterpoLation frameworK for motion in-betweening. Workshop on Human Motion Generation (HuMoGen), CVPR 2025, Nashville, USA. Kucherenko, T. (2025, October 27-31). GENEA: Generation and Evaluation of Non-verbal Behaviour for Embodied Agents. 33rd ACM Multimedia Conference (ACM MM), Dublin, Ireland. Barré-Brisebois, C. (2025, November 18-20). A Decade of SEED: Lessons from 10 Years of Applied Research in Games. Graphics Programming Conference, Breda, Netherlands. Presentation. Lewin, C. (2025, November 18-20). Vaporwave: Scalable Real-Time Smoke Simulation & Rendering. Graphics Programming Conference, Breda, Netherlands. Presentation. Mittring, M. (2025, November 18-20). ShaderToHuman (S2H): HLSL/GLSL Library for Debugging Shaders. Graphics Programming Conference, Breda, Netherlands. Presentation. Papers & Articles Romeo, C., Macaluso, G., Sestini, A., Bagdanov, A. D. (2025, March 18). SPEQ: Offline Stabilization Phases for Efficient Q-Learning in High Update-To-Data Ratio Reinforcement Learning. Paper. Kucherenko, T., Peristy, D. (EA CAPTURE), Bütepage, J. (2025, March 28). Evaluating the evaluators: Towards human-aligned metrics for missing markers reconstruction. ACM Multimedia. Paper. Wolfe, A., Donnelly, W., Halen, H. (2025, May 9). Importance-Sampled Filter-Adapted Spatio-Temporal Sampling. JCGT. Paper and Presentation. Borovikov, I. Levonyan, K. Elliott, P., Danvoye, E. (2025, May 26). Towards ML-based Assessment of Synthetic Characters Heads. IEEE 19th International Conference on Automatic Face and Gesture Recognition 2025. PaperSlides. Akhoundi, E., Ling, H. Y., Deshmukh, A. A., Bütepage, J. (2025, June 11). SILK: Smooth InterpoLation frameworK for motion in-betweening. Workshop on Human Motion Generation (HuMoGen), CVPR 2025, Nashville, USA. Paper, Website. Sestini, A., Bergdahl, J., Tollmar, K., Bagdanov, A. D. (Florence), Gisslén, L. (2025, August 5). TROFI: Trajectory-Ranked Offline Inverse Reinforcement Learning. Reinforcement Learning Conference and Video Games (at RLC), Edmonton, Canada. Paper. Zhang, R., Luo, Z., Sjölund, J. (Uppsala), Mattsson, P., Gisslén, L., Sestini, A. (2025, August 5 and August 26-29). Real-Time Diffusion Policies for Games: Enhancing Consistency Policies with Q-Ensembles. Reinforcement Learning Conference and Video Games (at RLC), Edmonton, Canada and IEEE Conference on Games (COG), Lisbon, Portugal. Paper. Afonso, A. (MSc intern), Leite, I. (Visiting prof.), Sestini, A., Fuchs, F., Tollmar, K., Gisslén, L. (2025, August 5). Self-correcting Reward Shaping via Language Models for Reinforcement Learning Agents in Games. Reinforcement Learning Conference and Video Games (at RLC), Edmonton, Canada. Paper. Ahlberg, W. (PhD intern), Sestini, A., Tollmar, K., Gisslén, L., Leite, I. (KTH) (2025, August 5). Exploring Model-based Shielding for Non-Player Character Behaviour. Reinforcement Learning Conference and Video Games (at RLC), Edmonton, Canada. Paper. Han, Z., Teye, M., Yadgaroff, D., Bütepage, J. (2025, August 10-14). Tiny is not small enough: High-quality, low-resource facial animation models through hybrid knowledge distillation. SIGGRAPH 2025. Paper. Leite, I., Ahlberg, W., Pereira, A., Sestini, A., Gisslén, L., Tollmar, K. (2025, August 26-29). A Call for Deeper Collaboration between Robotics and Game Development. IEEE Conference on Games (COG), Lisbon, Portugal. Paper. 2024 Presentations Barré-Brisebois, C. (2024, July 30). Academic partnerships and talent development at EA. ACM SIGGRAPH, Denver, USA. Presentation (pptx 192 MB). Borovikov, I. (2024, June 5-6). Towards optimal training distribution for photo-to-face models. Center for Advanced Signal and Image Sciences (CASIS) 28th Annual Workshop, Livermore, CA. Presentation. Phan, H. N. (2024, Mar 18–22). From photo to expression: Generating photorealistic facial rigs. Game Developers Conference, San Francisco, CA. Presentation and video. Kucherenko, T. (2024, September 29). On the evaluation of the gesture generation models. Expressive Encounters Workshop, Milano, Italy. Villanueva Aylagas, M. & García, J. (2024, June 15-17). Incorporating a machine learning research project into game audio production: The ExFlowSions case study. AES Europe 2024, Madrid, Spain. Presentation and video. Papers & Articles Bergdahl, J., Sestini, A., Gisslén, L. (2024, August 7). Reinforcement learning for high-level strategic control in tower defense games. IEEE Conference on Games, Milan, Italy. Paper. Donnelly, W., Wolfe, A., Bütepage, J., & Valdés, J. (2024, May 8-10). Filter-adapted spatio-temporal sampling for real-time rendering. ACM SIGGRAPH Symposium on Interactive 3G Graphics and Games, Philadelphia, USA. Paper. Kucherenko, T. (Electronic Arts), Wolfert, P. (Radboud University), Yoon, Y. (ETRI), Viegas, C. (Carnegie Mellon University), Nikolov, T. (Umeå), Tsakov, M. (Umeå), & Henter, G.E. (KTH). (2024, April). Evaluating gesture generation in a large-scale open challenge: The GENEA challenge 2022. ACM Transactions on Graphics. Paper. Lamarre, M., Anderson, P., Danvoye, E. (2024, December 3). A theory of stabilization by skull carving. SIGGRAPH Asia, Tokyo, Japan. Paper and video. Lewin, C. (2024, August 1). A position based material point method. ACM SIGGRAPH, Denver, USA. Paper. Macaluso, G. (University of Florence), Sestini, A. (Electronic Arts), & Bagdanov, A. (University of Florence) (2024, August 6). A benchmark environment for offline reinforcement learning in racing games. IEEE Conference on Games, Milan, Italy. Paper. Marini, L., Gisslén, L., & Sestini, A. (2024, August 7). Leveraging large language models for efficient failure analysis in game development IEEE Conference on Games, Milan, Italy. Paper. Villanueva Aylagas, M., Bergdahl, J., Gillberg, J., Sestini, A., Tolstoy, T., & Gisslén, L. (2024, August 7). Improving conditional level generation using automated validation in match-3 games. IEEE Transactions on Games. Paper. Yadgaroff, D., Sestini, A., Tollmar, K., Özçelikkale, A., & Gisslén, L. (2024, June 30 – July 5). Improving generalization in game agents with data augmentation in imitation learning. IEEE World Congress on Computational Intelligence, Yokohama, Japan. Paper and video presentation. 2023 Presentations Bütepage, J. (2023, November 6–7). Beyond text and images: Generative AI in the game industry. Nordic Data Science & Machine Learning Summit, Stockholm, Sweden. Presentation. Gisslén, L. (2023, August 21–24). Machine learning for game production. IEEE Conference on Games 2023, Boston, USA [Presentation]. Kucherenko, T. & Tollmar, K. (2023, August 21–25). WASP summer school of human communication. Wallenberg AI Autonomous Systems and Software Program (WASP), Norrköping, Sweden. Papers & Articles Ahlberg, W., Sestini, A., Tollmar, K., Gisslén, L. (2023, August 21–24). Generating personas for games with multimodal adversarial imitation learning. IEEE Conference on Games 2023, Boston, USA. Paper. Borovikov, I., Levonyan, K., & Anghelescu M. (2023, January 7-8). Synthesis of realistic randomized faces for virtual environments. International Conference on Automatic Face and Gesture Recognition, Waikoloa, USA. Paper. Gillberg, J., Bergdahl, J., Sestini, A., Eakins, A, & Gisslén. L. (2023, August 21-24). Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Games. IEEE Conference on Games 2023, Boston, USA. Paper. Hassan, M. (Electronic Arts), Guo, Y. (NVIDIA), Wang, T. (NVIDIA), Black, M. (Max-Planck-Institute for Intelligent Systems), Fidler, S. (NVIDIA), & Peng, X. (NVIDIA) (2023, August 6). Synthesizing physical character-scene interactions. SIGGRAPH 2023, USA. Paper, video. Kucherenko, T. (Electronic Arts), Nagy, R. (KTH), Yoon, Y. (ETRI), Woo, J. (ISIR), Nikolov, T. (Umeå) Tsakov, M. (Umeå), & Henter, G.E. (KTH). (2023, October 9-13). The GENEA Challenge 2023: A large-scale evaluation of gesture generation models in monadic and dyadic settings. ACM ICMI, Paris, France. Paper & video. Nyatsanga, S. (University of California), Kucherenko, T. (Electronic Arts), Ahuja, C. (Meta AI), Henter, G. E. (KTH), & Neff, M. (University of California) (2023, May 8–10). A comprehensive review of data-driven co-speech gesture generation. Saarbrücken, Germany. Paper. Sestini, A. & de Schaetzen, R. (2023, August 21–24). Efficient ground vehicle path following in game AI. IEEE Conference on Games 2023, Boston, USA. Paper. 2022 Presentations Jayaram, U. (2021, December 9). AI in game industry: Building new worlds and new mindsets. MIT Technology Review Arabia, virtual conference. Video. Papers & Articles Andreu, S., & Villanueva Aylagas, M. (2022, October 24-28). Neural synthesis of sound effects using flow-based deep generative models. AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Pomona, USA. Paper and video. Bolduc, M. M. & Phan, H. N. (2022, December 6–9). Rig inversion by training a differentiable rig function. SIGGRAPH Asia, Daegu, South Korea. Paper and video. Borovikov, I., Levonyan, K., Rein, J., Wrotek, P., & Victor, N. (2022, July 30-31). Applied Monocular Reconstruction of Parametric Faces with Domain Engineering. International Conference on Signal, Image Processing and Pattern Recognition, London, UK. Paper. Deng, Q. (University of Houston), Jin, A. (University of Houston-Victoria), Le, B. H. (SEED), & Deng, Z. (University of Houston) (2022, October 10–14). End-to-end 3D face reconstruction with expressions and specular albedos from single in-the-wild images. ACM International Conference on Multimedia, Lisboa, Portugal. Paper. Greige, L. (Electronic Arts & Boston University), De Mesentier Silva, F. (Electronic Arts), Trotter, M. (GlaxoSmithKline), Lawrence, C. (Electronic Arts), Chin, P. (Boston University, Harvard University & MIT), & Varadarajan, D. (Electronic Arts) (2022, March 27-29). Collusion detection in team-based multiplayer games. AAAI Spring Symposium on Machine Learning and Knowledge Engineering for Hybrid Intelligence, Palo Alto, USA. Paper. He, Y. (KTH), Pereira, A. (KTH), & Kucherenko, T. (SEED) (2022, 6–9 September) Evaluating data-driven co-speech gestures of embodied conversational agents through real-time interaction. ACM IVA Conference, Algarve, Portugal. Paper. Levonyan, K., Harder, J., & De Mesentier Silva, F. (2022, July 18-23). Automated graph genetic algorithm based puzzle validation for faster game design. IEEE World Congress On Computational Intelligence, Padua, Italy. Paper. Mason, I. (The University of Edinburgh), Starke, S. (Electronic Arts), & Kimura, T. (The University of Edinburgh & The University of Hong Kong). (2022, May 3-5). Real-time style modeling of human locomotion via feature-wise transformations and local motion phases. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, online. Paper. Sestini, A. (SEED), Bergdahl, J. (SEED), Tollmar, K. (SEED), Bagdanov, A. D. (Universita degli Studi di Firenze), & Gisslén, L. (SEED) (2022, December 2). Towards informed design and validation assistance in computer games using imitation learning. NeurIPS Workshop on Human in the Loop Learning, New Orleans, USA. Paper and video. Sestini, A. (SEED), Gisslén, L. (SEED), Bergdahl, J. (SEED), Tollmar, K. (SEED), & Bagdanov, A. D. (Universita degli Studi di Firenze) (2022, February 21). CCPT: Automatic gameplay testing and validation with curiosity-conditioned proximal trajectories. Paper and video. Starke, S. (Electronic Arts), Mason, I. (The University of Edinburgh), & Komura, T. (The University of Hong Kong) (2022, August 8-11). DeepPhase: Periodic autoencoders for learning motion phase manifolds. ACM SIGGRAPH, Vancouver, Canada. Paper. Tamm, M., Shamon, O., Anadon Leon, H., Tollmar, K., & Gisslén, L. (2022, August 21–24). Automatic testing and validation of level of detail reductions through supervised learning. IEEE Conference on Games, Beijing, China. Paper. Villanueva Aylagas, M., Anadon Leon, H., Teye, M., & Tollmar, K. (2022, September 13–15). Voice2Face: Audio-driven facial and tongue rig animations with cVAEs. Eurographics Symposium on Computer Animation, Durham, United Kingdom. Paper and video. Wolfe, A. (SEED), Morrical, N. (NVIDIA, University of Utah), Akenine-Moller, T. (NVIDIA), Ramamoorthi, R. (NVIDIA, University of California) (2022, July 4-6). Spatiotemporal blue noise masks. Eurographics Symposium on Rendering, Prague, Czech Republic. Paper and video. Xie, Z. (Electronic Arts & University of British Columbia), Starke, S. (Electronic Arts), Yu Ling, H., & van de Panne, M. (University of British Columbia). (2022, August 8-11). Learning soccer juggling skills with layer-wise mixture-of-experts. ACM SIGGRAPH, Vancouver, Canada. Paper. Yoon, Y. (ETRI), Wolfert, P. (IDLab), Kucherenko, T. (SEED), Viegas, C. (Carnegie Mellon), Nikolov, T. (Umeå), Tsakov, M. (Umeå). (2022, 7-11 November). The GENEA Challenge 2022: A large evaluation of data-driven co-speech gesture generation. ACM International Conference on Multimodal Interaction, Bengaluru, India. Paper and video. 2021 Presentations Barré-Brisebois, C. (2021, June 21). Trace all the rays! ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, online conference. Presentation and video. Gisslén, L. (2021, January 29). Augmenting automated game testing with deep reinforcement learning, Re•Work Deep Learning Summit, online conference. Presentation and video. Gisslén, L. & Tollmar, K. (2021, November 8–11). Towards advanced game testing with AI. GTC 2021, online conference. Presentation and video. Halén, H., Brinck, A., Hayward, K., & Xiangshun B. (2021, April 20-22). Global illumination based on surfels. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, online conference. Video. Papers & Articles Deng, Q., Ma, L., Jin, A., Bi. H., Le, B. H., & Deng, Z. (2021, January 13). Plausible 3D face wrinkle generation using variational autoencoders. IEEE Transactions on Visualization and Computer Graphics, Volume: 28, Issue: 9. Paper. Gisslén, L., Eakins, A., Gordillo, C., Bergdahl, J., & Tollmar, K. (2021, August 17–20). Adversarial reinforcement learning for procedural content generation. IEEE Conference on Games, Copenhagen, Denmark. Paper and video. Gordillo, C., Bergdahl, J., Tollmar, K., & Gisslén, L. (2021, August 17–20). Improving playtesting coverage via curiosity-driven reinforcement learning agents. IEEE Conference on Games, Copenhagen, Denmark. Paper and video. Le, B. H., Villeneuve, K., & Gonzalez-Ochoa, C. (2021, August 9–13). Direct delta mush skinning compression with continuous examples. ACM SIGGRAPH, online conference. Paper and video. Lewin, C. (2021, August 9–13). Neural network cloth simulation in Madden NFL 21. ACM SIGGRAPH, online conference. Paper and video. Starke, S. (Electronic Arts & The University of Edinburgh), Zhao, Y., Zinno, F. (Electronic Arts), & Komura, T. (The University of Edinburgh & The University of Hong Kong). (2021, July 19). Neural animation layering for synthesizing martial arts movements. ACM Transactions on Graphics, Journal. Paper. Villeneuve, K., Gruson, A., Georgiev, Iliyan., & Nowrouzezahrai, D. (2021, June 29-July 2). Practical product sampling for single scattering in media. Eurographics Symposium on Rendering, Saarbrücken, Germany. Paper and video. 2020 Papers & Articles Bergdahl, J., Gordillo, C., Tollmar, K., & Gisslén, L. (2020, August 24–27). Augmenting automated game testing with deep reinforcement learning. IEEE Conference on Games, Osaka, Japan. Paper & video. Garcia-Ling, C. (2020, October 19–23). Graphical glitch detection in video games using convolutional neural networks. KTH University, Master's Thesis. Paper. Garcia-Ling, C., Tollmar, K., & Gisslén, L. (2020, February 7–12). Using deep convolutional neural networks to detect rendered glitches in video games. AAAI Conference on Artificial Intelligence, New York, USA. Paper. Liang, J., Liu, H., Zhao Y., Sanjabi, M., Sardari, M., Chaput, H., Aghdaie, N., & Zaman, K. (2020 October 25-28). Building placements in urban modeling using conditional generative latent optimization. IEEE International Conference on Image Processing, Abu Dhabi, United Arab Emirates. Paper. Nikolakaki, S., Dibie, O., Beirami, A., Peterson, N., Aghdaie, N., & Zaman, K. (2020, August 24-27). Competitive balance in team sports games. IEEE Conference on Games, online. Paper. Starke, S. (Electronic Arts & The University of Edinburgh), Zhao, Y. (Electronic Arts), Komura, T. (The University of Edinburgh), & Zaman, K. (Electronic Arts). (2020 August 17-28). Local motion phases for learning multi-contact character movements. ACM SIGGRAPH, online. Paper. Yang, J. (Electronic Arts & Georgia Institute of Technology), Borovikov, I. (Electronic Arts), & Zha, H. (Georgia Institute of Technology). (2020 May 9-13). Hierarchical cooperative multi-agent reinforcement learning with unsupervised skill discovery. International Conference on Autonomous Agents and Multiagent Systems, Auckland, New Zeland. Paper. Zhao, Y., Borovikov, I., De Mesentier Silva, F., Beirami, A., Rupert, J., Somers, C., Harder, J., Kolen, J., Pinto, J., Pourabolghasem, R., Pestrak, J., Chaput, H., Sardari, M., Lin, L., Narravula, S., Aghdaie, N., & Zaman, K. (2020 May 29). Winning is not everything: Enhancing game development with intelligent agents. IEEE Transactions on Games, Journal. Paper. 2019 Presentations Barré-Brisebois, C. (2019, July 28). State-of-the-art and challenges in game ray tracing: Are we done with ray tracing? ACM SIGGRAPH Courses, Los Angeles, USA. (PPTX, PDF) Barré-Brisebois, C. (2019). Texture level of detail strategies for real-time ray tracing. In “Ray Tracing Gems,” Haines E., Akenine-Möller T., (Eds.). Apress, ch. 20. (PPTX, PDF). Del Val Santos, J. (2019, March 18–22). Towards deep generative models in game development. Game Developers Conference, San Francisco, USA. slides. Wihlidal, G. (2019, April 11-13). Halcyon: Rapid innovation using modern graphics, Reboot Develop Blue, Dubrovnik, Croatia. (PPTX. PDF, YouTube). Papers & Articles Akenine-Moller, T. (NVIDIA), Nilsson, J. (NVIDIA), Andersson, M. (NVIDIA), Barré-Brisebois, C. (SEED), Toth, T. (NVIDIA), & Karras, T. (NVIDIA). (2019). Texture Level of Detail Strategies for Real-Time Ray Tracing. In “Ray Tracing Gems,” Haines E., Akenine-Möller T., (Eds.). Apress, ch. 20. Chapter. Angles, B. (SEED, Google, Université de Toulouse), Rebain, D. (Google, University of Victoria), Macklin, M. (NVIDIA, University of Copenhagen), Wywill, B. (University of Victoria), Barthe, L. (Université de Toulouse, IRIT / CNRS), Lewis, J.P. (SEED), Von Der Pahlen, J. (SEED), Izadi, S. (Google), Valentin, J. (Google), Bouaziz, S. (Google), & Tagliasacchi, A. (Google, University of Waterloo, University of Victoria). (2019, July). VIPER: Volume invariant position-based elastic rods. Proceedings of the ACM on Computer Graphics and Interactive Techniques, Volume 2, Issue 2. Paper. Barré-Brisebois, C., Halén, H. , Wihlidal, G., Lauritzen, A., Bekkers, J., Stachowiak, T., & Andersson, J. (2019). Hybrid rendering for real-time ray tracing. In “Ray Tracing Gems,” Haines E., Akenine-Möller T., (Eds.). Apress, ch. 25. Chapter. Borovikov, I., Beirami, A. (2019 March 25-27). From demonstrations and knowledge engineering to a DNN agent in a modern open-world video game. AAAI Spring Symposium on Combining Machine Learning with Knowledge Engineering, Palo Alto, USA. Paper. Le, B. H. & Lewis, JP. (2019, August). Direct delta mush skinning and variants. ACM Transactions on Graphics, Volume 38, Issue 4, Article No.: 113. Paper. Le, B. H., Halén, H., Gonzalez-Ochoa, C., & Lewis, JP. (2019, May 21-23). High-quality object-space dynamic ambient occlusion for characters using bi-level regression. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Montreal, Canada. Paper. Zhao, Y., Liu, H., Borovikov, I., Beirami, A., Sanjabi, M., & Zaman, K. (2019 November 17-20). Multi-theme generative adversarial terrain amplification. ACM SIGGRAPH Asia, Brisbane, Australia. Paper. 2018 Presentations Andersson, J. & Barré-Brisebois, C. (2018, March 19–23). DirectX: Evolving Microsoft’s graphics platform. Games Developers Conference, San Francisco, USA. Slides. Andersson, J. and Barré-Brisebois, C. (2018, March 19–23). Shiny pixels and beyond: Real-time raytracing at SEED. Game Developers Conference, San Francisco, USA. slides, video. Barré-Brisebois, C. (2018, August 10-12). Game ray tracing: State-of-the-art and open problems. Keynote, High-Performance Graphics, Vancouver, Canada. Slides. Barré-Brisebois, C. & Halén, H. (2018, August 12–16). PICA PICA & NVIDIA Turing. NVIDIA real-time raytracing sponsored session at SIGGRAPH, Vancouver, Canada. Slides. Harmer, J. (2018, August 14). Imitation learning with concurrent actions in 3D games. IEEE Conference on Computational Intelligence and Games, Maastricht, The Netherlands. Lewis, JP. (2018, July 11–13). Open problems in character animation for games and VFX. Eurographics Symposium on Computer Animation, Paris, France. Lewis, JP. (2018, April 27). Constructing artificial characters – traditional versus deep learning approaches. Max Planck Institute for Intelligent Systems, Stuttgart, Germany. Lewis, JP. (2018, March 7-9). Keynote, Swedish Society for Automated Image Analysis Stockholm, Sweden. Nordin, M. (2018, March 19–23). Deep learning: beyond the hype. Game Developers Conference, San Francisco, USA. Nordin, M. (2018, March 26). Deep reinforcement learning for 3D multiplayer games. GPU Technology Conference, San Francisco, USA. Opara, A. (2018, March 19–23). Creativity of rules and patterns: designing procedural systems. Games Developers Conference, San Francisco, USA. Slides & video. Opara, A. (2018, April 22–23). Exploring the collaboration between proceduralism & deep learning. Everything Procedural Conference, Breda, The Netherlands. Slides & video. Opara, A. (2018, August 23–25). Functional symbiosis of art direction and proceduralism. Computer Entertainment Developers Conference, Yokohama, Japan. Slides. Stachowiak, T. (2018, May 21–22). Stochastic all the things: raytracing in hybrid real-time rendering. Digital Dragons, Krakow, Poland. Slides & video. Stachowiak, T. (2018, August 23–25). Towards effortless photorealism through real-time raytracing. Computer Entertainment Developers Conference, Yokohama, Japan. Slides. Wihlidal, G. & Lauritzen, A. (2018, March 19–23). Vulkan advisory panel: bringing up Frostbite on Vulkan.Games Developers Conference, San Francisco, USA. Wihlidal, G. (2018, November) Halcyon architecture: director’s cut. Slides (PPTX. PDF, Notes) Wihlidal, G. (2018, October 26). Halcyon + Vulkan. Khronos Meetup, Munich, Germany. Slides. Wihlidal, G. & Barré-Brisebois, C. (2018, November 14). Modern graphics abstractions & real-time ray tracing.SyysGraph, Helsinki, Finland. Slides. Wyman, C. (NVIDIA), Shirley, P. (NVIDIA), Hargreaves, S. (Microsoft), & Barré-Brisebois, C. (SEED). (2018, August 12–16). Introduction to DirectX raytracing. SIGGRAPH, Vancouver, Canada. Slides. Papers & Articles Dean, C. (Victoria University of Wellington), Lewis, J.P. (SEED), & Chalmers, A. (Victoria University of Wellington). (2018, December 4). A magic wand for motion capture editing and edit propagation. SIGGRAPH Asia, Tokyo, Japan. Technical Brief. Harmer, J., Gisslén, L., Del Val, J., Holst, H., Bergdahl, J., Olsson, T., Sjöö, K., & Nordin, M. (2018, August 14–17). Imitation learning with concurrent actions in 3D games. IEEE Conference on Computational Intelligence and Games, Maastricht, The Netherlands. Paper. Lamarre, M., Lewis, J.P., & Danvoye, É. (2018, November 19–21). Face stabilization by mode pursuit for avatar construction. International Conference on Image and Vision Computing, Auckland, New Zealand. Paper. Roberts, R. (Victoria University of Wellington), Lewis, J.P. (SEED), Anjyo, K. (OLM Digital and CMIC), Seo, J. (Pinscreen), & Seol, Y. (Weta Digital). (2018, December 4). Optimal and interactive keyframe selection for motion capture. SIGGRAPH Asia, Tokyo, Japan. Technical Brief. Teye, M. (SEED). Azizpour, H. (KTH). Smith, K. (KTH). (2018, July 12). Bayesian uncertainty estimation for batch normalized deep networks. International Conference on Machine Learning, Vienna, Austria. Paper. 2017 Presentations Barré-Brisebois, Colin. (2017, July 30 – August 3). A certain slant of light: past, present and future challenges of global illumination in games. SIGGRAPH, Los Angeles, USA. Slides. De Mesentier Silva, F. (Electronic Arts & New York University), Borovikov, I., Kolen, J., Aghdaie, N., Zaman, K. (Electronic Arts). (2018 November 13-17). Exploring gameplay with AI agents. AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Edmonton, Canada. Paper. Lauritzen, A. (2017, July 30 – August 3). Future directions for compute-for-graphics. SIGGRAPH, Los Angeles, USA. Slides. Nordin, M. (2017, September 3–5). Deep learning and games, STHLM Tech Fest, Stockholm, Sweden. Nordin, M. (2017, November 3–5). Deep learning for game development. AI Frontiers Conference, Santa Clara, USA. Nordin, M. (2017). Deep learning for interactive entertainment. Royal Swedish Academy of Engineering Sciences, Stockholm, Sweden. Nordin, M. (2017, October 17–18). Deep learning will change game development. Game AI North, Copenhagen, Denmark. Nordin, M. (2017, August 6–11). Machine learning for game development. International Conference on Machine Learning, Sydney, Australia. Wihlidal, G. (2017, February 27 – March 3). 4K checkerboard in Battlefield 1 and Mass Effect Andromeda. Game Developers Conference, San Franciso, USA. Slides. Papers & Articles Balduzzi, D. (Victoria University of Wellington), Frean, M. (Victoria University of Wellington), Leary, L. (Victoria University of Wellington), Lewis, JP (SEED), Wan-Duo Ma, K., & McWilliams, B. (Disney Research). The shattered gradients problem: If resnets are the answer, then what is the question? International Conference on Machine Learning, Sydney, Australia. Best Paper Award. Paper. Blanco i Ribera, R. (KAIST), Zell, E. (Bielfeld University), Lewis, J.P. (SEED), Noh, J. (KAIST), & Botsch, M. (Bielefeld University). (2017, July 30 – August 3). Facial retargeting with automatic range of motion alignment. SIGGRAPH, Los Angeles, USA. paper. Dean, C. (Victoria University of Wellington) and LEWIS, J.P. (SEED). (2017, December 4–6). Non-local pose means for denoising motion capture data. International Conference on Image and Vision Computing, Christchurch, New Zealand. Paper. Game Library Subscribe EA app About Accessibility Help Legal & Privacy User Agreement Privacy & Cookie Policy Online Service Updates Security YouTube Terms of Service Google Privacy Policy Optional Cookies, including those that support the Multimedia Player, are currently disabled based on Your Privacy Choices settings. 

Choose Accept and Play Video to enable the Multimedia Player, including its associated Cookies. This may involve the collection and sharing of your viewing information by YouTube for analytics and advertising purposes.

You can also choose to watch the video on YouTube.

智能索引记录