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Last Updated: 10 / 21 / 2004

SIGGRAPH 2004 Presentations

This page lists the presentations from our sessions at SIGGRAPH 2004. 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 select individual presentations to download below, or get them all in one convenient ZIP file.

 


Session/Talk Title

PDF

Video Description

Shader Model 3.0 Unleashed

PDF

WMV

The latest GPUs, like the NVIDIA Quadro FX 4000 and others from the GeForce 6 Series, support significant new features, such as reading textures in vertex programs, advanced flow control in fragment programs, floating-point filtering, floating-point blending, and geometry instancing. This lecture dissects practical examples of Shader Model 3.0 in action for use both to enrich visual complexity and improve performance.

Transforming Production Workflows with the GPU

PDF

FX Composer Projects

 

WMV The rapid pace of GPU performance advances comes in parallel with the increasing convergence between films, games, and surrounding media -- games are being recast as films, films create matching games, and the technology of imaging is increasingly shared between all facets of the storytelling media. This lecture covers high-performance, practical real-time applications of shading technology to create expressive and realistic shading to compete and complement the best of movie effects. Examples will be given primarily via the NVIDIA FX Composer shader authoring tool, with application for games and DCC users -- whether programmers or artists. 

GPU Performance Tools and Analysis Techniques

PDF

The complexity of modern GPUs necessitates the use of a sophisticated toolset when creating, debugging and tuning your real-time applications. Leveraging our intimate knowledge of the GPU and driver, NVIDIA has created a suite of performance analysis and optimization tools that identify performance bottlenecks and report critical performance metrics. This lecture showcases the toolset for performance optimization while tackling bottlenecks in an actual application, through a step-by-step case study using NVPerfHUD, FX Composer, and other tools.

Image Processing on the GPU

PDF

WMV

Programmable GPUs supporting 32-bit floating point calculation are extremely well-suited for many image processing tasks. The lecture examines various methods for harnessing the power of the GPU for pixel processing. Attendees will learn about pixel buffer objects, multiple draw buffers, floating-point filtering and blending, getting data quickly to and from the GPU, high dynamic range (HDR) and GPU-based paint applications.





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