February 21-22, 2015
Iidabashi, Tokyo, Japan


Event times are subject to change without notice.

Saturday, February 21st

11:00 Event Doors Open / 開場
12:00 Event Opening Ceremony / オープニングイベント
13:00 Event TDF 5 Year Event / 5周年のイベント
14:00 Seminar レイマーチングでスシ(Sushi)を作ろう(予定) / gyabo
15:30 Seminar How to make electro music for your demo / T_S
17:00 Deadline Gfx / Music / Wild: Compo Entry Deadline / コンポ作品登録締め切り
17:00 Demoshow Demoshow : Best of 2014
19:00 Competition Combined Graphics Compo
19:30 Competition Combined Music Compo
20:00 Competition Wild Compo
20:30 Live Act DJ / VJ Event
22:00 Event Doors Close / 閉場

Sunday, February 22nd

09:30 Event Doors Open / 開場
12:00 Demoshow Demoshow : Best of 2014 (Replay)
13:30 Seminar Unity + Oculus Rift Workshop / Zavie
15:00 Deadline GLSL / Demo: Compo Entry Deadline / コンポ作品登録締め切り
16:00 Seminar Implementing a practical rendering system using GLSL / Toshiya Hachisuka (Invitation seminar)
18:00 Competition GLSL Graphics Compo
19:00 Competition Combined Demo Compo
20:00 Live Act DJ / VJ Event
20:30 Deadline Voting Deadline
Event Prizegiving + Closing Ceremony / 表彰 + 閉会式
22:00 Event Doors Close / 閉場



A demoparty is as much about having fun as it is about competing and learning. A range of events will bring these ingredients to the Japanese Cool Demoshock cocktail.


Watching demos on bigscreen is not quite the same as seeing them at home on your computer, let alone on Youtube. But what about seeing demos while seated in an actual theater? Come and enjoy the experience as some of the most memorable demos of the recent years will be screened.

Live Act

We will have two different DJ/VJ sets this year, one on each night so both evenings will be filled with fun.


TokyoDemoFest follows most other demoparties around the world, and will feature seminars during the party.
Similar to last year, this year's seminars will consist of varying themes.

Make Sushi With Raymarching (Tentative)

Speaker: gyabo (TDF Organizer)


It is fairly easy to create an interesting image by using raytracing.
Those who use WebGL or GLSL to shoot rays will know how important this is.
However, typically there are three general problems that arise:

1) I have an idea, but I don't know how to create it
2) I can't get the output I want (how do I debug this?)
3) I get weird artifacts (black noise, or rays go through objects)

I will discuss how to easily handle these three points, and in closing,
show how to display sushi with raytracing.
Based on this, those who are either stuck with GLSL, or what to do if a
problem arises, I will describe techniques that will be useful for your own
productions. Thank you.

How to Make Electro Music for Your Demo

Speaker: Tomoki Shishikura (TDF Organizer)


A demo needs both cool visuals and music.
In last year's seminar, I discussed how to synchronize the visuals to the music.
For this year, I will discuss how to compose house-style electronic dance music,
which I believe is the easiest kind of music to mix with a demo.

This seminar is for those who:
- Want to make music, but don't know how to compose the tracks,
- Previously tried making music but were frustrated with the result and want to try again.

I will be using FL Studio 10 by Image-Line in my presentation.
Those who listen to this seminar should be able to make a track similar to this:

Implementing a practical rendering system using GLSL

Speaker: Toshiya Hachisuka (Invitation seminar)


Ray tracing using a GPU already becomes a common practice in the demoscene.
There are a lot of tutorials on how to implement basic ray tracing using spheres and implicit surfaces,
but you hardly find such descriptions on more complex algorithms that are commonly used for rendering photorealistic images.
In this seminar, I will tell you my experience on developing a practical rendering system using stochastic progressive photon mapping
and bounding volume hierarchy, entirely working on a GPU only with legacy GLSL.

Rather than introducing theories and high-level ideas, I plan to focus on practical tips and techniques in this seminar,
so that they can be useful immediately for what you might want to implement later in your demos.
It would be desirable to have basic understandings of GLSL and ray tracing, but no knowledge is required for specific rendering algorithms.


Unity + Oculus Rift

Speaker:Zavie (TDF Organizer)


A virtual reality workshop combining Unity and the Oculus Rift.