SEED

SEED // Search for Extraordinary Experiences Division

Publications

Upcoming

  • BARRÉ-BRISEBOIS, Colin. Game Ray Tracing: State-of-the-Art and Open Problems, Keynote, HPG 2018.
  • BARRÉ-BRISEBOIS, Colin. Introduction to DirectX Raytracing, SIGGRAPH 2018.
  • OPARA, Anastasia. Functional Symbiosis of Art Direction and Proceduralism, CEDEC 2018.
  • STACHOWIAK, Tomasz. Towards Effortless Photorealism Through Real-Time Raytracing, CEDEC 2018.

2018

Presentations

  • ANDERSSON, Johan and BARRÉ-BRISEBOIS, Colin. DirectX: Evolving Microsoft's Graphics Platform, GDC, slides.
  • ANDERSSON, Johan and BARRÉ-BRISEBOIS, Colin. Shiny Pixels and Beyond: Real-Time Raytracing at SEED, GDC, slidesvideo.
  • HARMER, Jack. Imitation Learning with Concurrent Actions in 3D GamesCIG.
  • LEWIS, JP. Open Problems in Character Animation for Games and VFX, SCA.
  • LEWIS, JP. Constructing Artificial Characters - Traditional versus Deep Learning Approaches, FMX.
  • LEWIS, JP. Keynote, SSBA.
  • NORDIN, Magnus. Deep Learning: Beyond the Hype, GDC.
  • NORDIN, Magnus. Deep Reinforcement Learning for 3D Multiplayer Games, GTC.
  • OPARA, Anastasia. Creativity of Rules and Patterns: Designing Procedural Systems, GDC, slides & video.
  • OPARA, Anastasia. Exploring The Collaboration Between Proceduralism & Deep Learning, EP, video.
  • STACHOWIAK, Tomasz. Stochastic All The Things: Raytracing in Hybrid Real-Time Rendering, DD, slides & video.
  • WIHLIDAL, Graham and LAURITZEN, Andrew. Vulkan Advisory Panel: Bringing up Frostbite on Vulkan, GDC.

Papers

  • HARMER, Jack. GISSLÉN, Linus. DEL VAL, Jorge. HOLST, Henrik. BERGDAHL, Joakim. OLSSON, Tom. SJÖÖ, Kristoffer. NORDIN, Magnus. Imitation Learning with Concurrent Actions in 3D GamesarXiv, paper.
  • TEYE, Mattias (SEED). AZIZPOUR, Hossein (KTH). SMITH, Kevin (KTH). Bayesian Uncertainty Estimation for Batch Normalized Deep Networks, ICML, paper.

2017

Presentations

  • BARRÉ-BRISEBOIS, Colin. A Certain Slant of Light: Past, Present and Future Challenges of Global Illumination in Games, SIGGRAPH, slides.
  • LAURITZEN, Andrew. Future Directions for Compute-for-Graphics, SIGGRAPH, slides.
  • NORDIN, Magnus. Deep Learning and Games, STHLM Tech Fest.
  • NORDIN, Magnus. Deep Learning for Game Development, AI Frontiers.
  • NORDIN, Magnus. Deep Learning for Interactive Entertainment, Royal Academy of Engineering Sciences.
  • NORDIN, Magnus. How Deep Learning will Change Game Development, Game AI North.
  • NORDIN, Magnus. Machine Learning for Game Development, ICML.
  • WIHLIDAL, Graham. 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda, GDC, slides.

Papers

  • BALDUZZI, David (Victoria University of Wellington). FREAN, Marcus (Victoria University of Wellington). LEARY, Lenox (Victoria University of Wellington). LEWIS, JP (SEED). WAN-DUO MA, Kurt and McWILLIAMS, Brian (Disney Research). The Shattered Gradients Problem: If resnets are the answer, then what is the question?, ICML, Best Paper Award, ICML PADLpaper.
  • BLANCO i RIBERA, Roger (KAIST). ZELL, Eduard (Bielfeld University), LEWIS, J.P. (SEED). NOH, Junyong (KAIST) and BOTSCH, Mario (Bielefeld University). Facial Retargeting with Automatic Range of Motion Alignment, SIGGRAPH, paper.
  • DEAN, Chris (Victoria University of Wellington) and LEWIS, J.P. (SEED). Non-local Pose Means for Denoising Motion Capture Data, Image Vision Computing, paper.
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