| Session/Talk Title |
|
Description |
| NVIDIA U 2003 |
|
|
|
Data Storage and Transfer in OpenGL |
PDF |
Kurt Akeley's NVIDIA-U keynote presentation about how data storage and transfer have evolved in OpenGL. |
|
SIGGRAPH 2003 Cg Paper Presentation |
|
|
|
Cg: A System for Programming Graphics Hardware in a C-like Language |
PDF |
How to add shaders to your production pipeline using DirectX 9's HLSL. |
|
Shading at NVIDIA |
PDF |
A description of languages, workflow, programming tips, and more, given by Kurt Akeley. |
| Cg Sessions (Click here for the complete lab installer) |
|
|
|
Introductory |
PDF |
How to implement a basic diffuse, specular, and environment-mapped shader. |
|
Advanced (Effects) |
PDF |
How to implement the Dusk skin shader. |
|
Advanced (Workflow and Tools) |
PDF |
How to use the Cg plug-ins for DCC applications. |
|
Advanced (Cg for RenderMan Users) |
PDF |
An exposure to Cg for those with offline rendering backgrounds. |