| Session/Talk Title |
|
Description |
|
Real-Time Procedural Effects |
PDF |
John Spitzer's presentation about creating procedural effects. |
|
The Elegance of Brute Force |
PDF |
Kurt Akeley's opening presentation about how difficult it is to achieve visual realism, and how we're moving towards that goal. |
|
A Dozen Ways to Making Your Game Better |
PDF |
A list of tips to help you get the most out of your upcoming projects. |
|
The Way It's Meant to be Published |
PDF |
An overview of The Way It's Meant to be Played, and how it can help game developers and publishers. |
|
How to Profile Your Applications |
PDF |
A practical guide to profiling applications. |
|
Graphics Performance Optimisation |
PDF |
How to find and work around bottlenecks in the graphics pipeline. |
|
Writing Optimal Shaders in HLSL |
PDF |
Tips for writing efficient shaders in high-level languages. |
|
Bigger Bang with Fewer Sprites |
PDF
Demo |
How to create a visually impressive explosion effect procedurally. |
|
Venus and Vulcan: Secrets of the NVIDIA Demo Team |
PDF |
A collection of tips and techniques used by the NVIDIA demo team in the GeForce FX family demos. |