| Session/Talk Title |
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Description |
| Advanced Visual Effects with Direct3D |
|
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DirectX 9.0 Introduction and Features |
PDF |
PPT |
Introduction to DirectX 9.0, as well as the course outline. |
|
Introduction to the DirectX 9.0 Shader Models |
PDF |
PPT |
Understanding the DirectX 9.0 shader models and how to use them, including VS and PS 2_0 as well as 2_x. |
|
D3DX Effects and the DirectX 9 High-Level Shading Language |
PDF |
PPT |
How to add shaders to your production pipeline using DirectX 9's HLSL. |
|
Special Effects in DirectX 9 |
PDF |
PPT |
Creating glow, volume fog, shadows, and real-time fur effects. |
|
"Batch, Batch, Batch:" What Does It Really Mean? |
PDF |
PPT |
Understanding batching of geometry and its effect on rendering performance. |
| Advanced OpenGL Game Programming |
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|
|
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OpenGL ARB_vertex_program |
PDF |
PPT |
Understanding the ARB_vertex_program OpenGL extension. |
|
OpenGL ARB_fragment_program |
PDF |
PPT |
Understanding the ARB_fragment_program OpenGL extension. |
|
Superbuffers |
PDF |
PPT |
Understanding the proposed superbuffers ARB OpenGL extensions. |
|
Buffer Objects |
PDF |
PPT |
Overview of buffer objects. |
|
OpenGL 2.0 Shading Language |
PDF |
PPT |
Overview of the proposed OpenGL 2.0 Shading Language. |
|
Miscellaneous Extensions |
PDF |
PPT |
Overview of OpenGL 1.4 extensions, enhanced stencil functionality, and floating-point images. |
|
OpenGL Performance Tuning |
PDF |
PPT |
How to achieve high performance in OpenGL. |
|
Procedural Noise |
PDF |
PPT |
Implementing procedural noise in OpenGL. |
|
OpenGL Shader Tricks |
PDF |
PPT |
How to implement motion blur and cloth simulation using OpenGL. |
|
Summed Area Tables using Graphics Hardware |
PDF |
PPT |
Introduction to summed area tables, and how to implement them using graphics hardware. |
|
Optimized Stencil Shadow Volumes |
PDF |
PPT |
The details of implementing stencil shadow volumes with OpenGL. |
| From Gaffer to Game Engine: Cinematic Methods and Real-time Tricks |
PDF |
PPT |
An introduction to cinematic techniques, and ideas for how to apply them in real-time. |
| Hardware Shaders for the Artist |
PDF |
PPT |
An introduction to hardware shaders, targeted at artists. |
| Optimized Stenciled Shadow Volumes |
PDF |
PPT |
Conceptual and implementation details about using shadow volumes for shadow generation. |
| Simulation and Animation with Hardware-Accelerated Procedural Textures |
PDF |
PPT |
How to use the GPU for procedural texturing, general purpose calculations, and simulation. |
| All You Can Eat Polygons: Without the Fat |
PDF |
PPT |
LOD generation using NVIDIA's Melody tool. |
| Programming the GPU using High-Level Shading Languages |
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|
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Cg Language Overview |
PDF |
PPT |
An introduction to the Cg Language syntax and constructs. |
|
Using the Cg Runtime |
PDF |
PPT |
An introduction to the Cg runtime library. |
|
Introduction to CgFX |
PDF |
PPT |
An introduction to CgFX and the CgFX tools for 3ds max, Maya, and SOFTIMAGE|XSI. |
| Graphics Pipeline Performance |
PDF |
PPT |
Graphics pipeline bottlenecks and how to overcome them. |
| Ogres and Fairies: Secrets of the NVIDIA Demo Team |
PDF |
PPT |
Insight into how the Dawn, Ogre, Time Machine, and Toys demos were created by the NVIDIA Demo Team. |