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Last Updated: 05 / 08 / 2004

GDCE 2003 Presentations

This page lists the presentations from the Game Developers Conference Europe 2003. For each talk, we provide slides in PDF format, along with a brief description (helpful for talks with titles that aren't quite self-explanatory).

You can download the presentations individually, or get them all in one convenient ZIP file.

 


GDCE 2003

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.




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