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All Documents Sorted Alphabetically

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NameDescriptionUpdatedTypeMinimum GPU
3D Stereoscopic Development GuideThis guide covers the "Dos and Don'ts" of writing a game that can run in stereo in Direct3D or OpenGL.8/10/2001Programming Techniques
Advanced OpenGL Tutorial IntroductionA quick introduction, including a brief history of OpenGL.
3/23/2004Programming Techniques
Advanced Pixel Shader DetailsCovers all pixel shader instructions, and describes their use.11/10/2000Effects ,
Programming Techniques
GeForce3
A Few Tips on TexturingSome helpful pointers when creating materials4/15/2002Art Assets
AGDC 2003 PresentationsPresentations from AGDC 20031/27/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
AGDC Per-Pixel ShadingThis presentation, from the Australian Game Developer's Conference, covers the concepts necessary to understand how to implement per-pixel shading effects. 11/15/2000EffectsGeForce3
All About AntialiasingAn overview of antialiasing, as well as modern problems and solutions.
3/22/2004Programming Techniques
An Introduction to GPU Image ProcessingThis whitepaper describes the basic methods of GPU usage for image processing and provides useful pointers to documentation, demo programs, and other developer tools.5/23/2005Programming Techniques
Anisotropic Texture Filtering in OpenGLAnisotropic texture filtering produces higher image quality for most uses of texturing, and it is very easy to use! This paper describes some of the fundamentals of texture filtering, as well as how to use the OpenGL extension GL_EXT_texture_filter_anisotropic.7/17/2000Effects ,
Programming Techniques
An OpenGL Extension SafariOpenGL extensions are GREAT! Volume rendering, point drawing, environment reflections, and alternate ways to modulate your specular are just a few of many usefull extensions.3/17/2000Programming Techniques
A Practical and Robust Bump-mapping TechniqueThe math and source code behind per-pixel bump mapping under OpenGL. Presented as part of GDC 2000.3/24/2000Effects ,
Programming Techniques
Avoiding 19 Common OpenGL PitfallsThis document covers 19 software pitfalls common to beginning and intermediate OpenGL programmers.7/10/2000Programming Techniques
Best Practices for Shader Model 3.0 How to use new Shader Model 3.0 features effectively.
7/9/2004Performance ,
Programming Techniques
GeForce 6 Series
Bindless Graphics TutorialBindless Graphics refers to a set of incremental changes to OpenGL that will enable orders of magnitude improvement in the CPU-limitedness of graphics applications. 4/1/2009Effects ,
Programming Techniques
Bonus Material from Richard Huddy's GDC 99 PresentationRichard Huddy
GDC 99
Bonus Material
11/3/1999Programming TechniquesGeForce 256
BRDF-based LightingThese docs cover using BRDF-based lighting in real-time apps. They begin from the basics ("What is a BRDF?") to actual implementation details. Source code for generation of textures for use with BRDF-based lighting is included.10/30/2000Effects ,
Programming Techniques
Bump Map CompressionThis whitepaper discusses the various options for compressing bump maps.10/21/2004Programming Techniques ,
Art Assets
GeForce FX
CEDEC 2001 -- Chromatic AberrationThis presentation given by Mark Kilgard at CEDEC 2001 in Japan covers a technique for simulating the effects of wavelength dependent refraction. Presentations included in both English and Japanese.9/12/2001Effects
CEDEC 2001 -- Robust Stencil Shadow VolumesThis presentation given by Mark Kilgard at CEDEC 2001 in Japan covers techniques for rendering shadows using stencil. Presentations included in both English and Japanese.9/12/2001Effects ,
Programming Techniques
CEDEC 2001 -- Shadow Mapping with Today's OpenGL HardwareThis presentation given by Mark Kilgard at CEDEC 2001 in Japan covers the use of shadow maps in OpenGL. Presentations included in both English and Japanese.9/12/2001EffectsGeForce3
Cg: A System for Programming Graphics Hardware in a C-like LanguageThe SIGGRAPH paper presention for Cg, including design and implementation philosophies.7/30/2003Programming TechniquesGeForce FX
Cg Language SpecificationThis document contains the complete Cg Language specification.8/22/2002Programming TechniquesGeForce FX
Cg Runtime TransitionThis document is geared towards developers moving code from the original beta Cg Runtime libraries, to the Release 1.0 enhanced runtime libraries. 12/20/2002Programming TechniquesGeForce FX
Cg Sample ShadersCg sample shaders provided by NVIDIA.10/14/2002EffectsGeForce FX
China 2004 PresentationsPresentations from Perfect Kitchen Art 2004 in China.9/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
ChinaJoy 2004 PresentationsPresentations from ChinaJoy 20042/12/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Cinematic Effects II: The RevengeNew techniques from film that game developers can use.

3/24/2004EffectsGeForce FX
Color Key in D3DA method for making parts of your textures transparent.1/11/2000EffectsGeForce 256
Computations for Hardware Lighting and ShadingA great presentation of the math behind many of our demos & effects possible on the GeForce 256.3/17/2000Effects
Creating Reflections and Shadows with Stencil BuffersCreating Reflections and Shadows Using Stencil Buffers
Mark Kilgard
GDC 99
11/3/1999EffectsGeForce 256
Cube Environment MappingCube environment mapping allows for accurate reflections without the problems of sphere environment mapping. A demo with source code is also available.1/14/2000EffectsGeForce 256
Cube Map OpenGL TutorialExamples of cube map textured scenes are shown demonstrating environment mapping, stable specular highlights, and "bump map" like per-pixel lighting effects.  For programmers, OpenGL's multi-vendor EXT_texture_cube_map extension is described with links to working sample code.11/3/1999Effects ,
Programming Techniques
Cube MapsCube maps can be used for much more than environment mapping. Here are a few other ways to use them.3/15/2000Effects ,
Programming Techniques
Cube MapsThis presentation covers the basics of using cubemaps and OpenGL.3/26/2001Effects ,
Programming Techniques
GeForce 256
D3D 7 Vertex LightingA description of how Direct3D calculates lighting for your scene3/15/2000Programming TechniquesGeForce 256
Data Storage and Transfer in OpenGLKurt Akeley's NVIDIA-U presentation about how data storage and transfer have evolved in OpenGL.
6/26/2003Programming Techniques
Deferred ShadingLearn about deferred shading, including advantages, implementation details, G-buffers, and more.7/9/2004Programming TechniquesGeForce 6 Series
Device IDsDevice ID values for NVIDIA processors. 9/8/2003Programming Techniques
DirectX 7 and Texture ManagementSummer Camp 9911/12/1999Programming Techniques
DirectX 8 Graphics OverviewThis presentation covers the new features of DX8 such as streams, index buffers, the new device/resource creation model, etc. It basically details the differences between DX8 and DX7.12/8/2000Architecture ,
Programming Techniques
GeForce3
Dot Product LightingSummer Camp 9911/12/1999EffectsGeForce 256
Dot Product Texture BlendingDot product texture blending is a great way to add shading features to low-polygon geometry.12/3/1999Effects
Dual Paraboloid Environment MappingView Independent Environment Mapping with Dual Paraboloid Maps
Mark Kilgard
GDC 99
11/3/1999EffectsGeForce 256
DX7 OptimizationA presentation from GDC2000 on optimizing DX7 apps.6/12/2000Performance
Dynamic TexturingThis presentation covers dynamically creating textures in OpenGL.8/10/2001EffectsGeForce3
Elevation MapsElevation maps, an easy form of voxel rendering, are a great way to reduce polygon counts while maintaining parallax effects.1/14/2000EffectsGeForce 256
Eliminating Visual ArtifactsEliminating Visual Artifacts
Richard Huddy
GDC 99
11/3/1999Programming TechniquesGeForce 256
Emboss Bump MappingEmboss Bump Mapping
Michael Gold
GDC 99
11/3/1999EffectsGeForce 256
Eurographics 2004 PresentationsPresentations from Eurographics 20049/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
European Developers Forum 2004 PresentationsPresentations from the European Developers Forum 2004.10/15/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
Fast, Practical, and Robust Shadow VolumesThis paper presents a set of algorithms for rendering shadows using the stencil buffer and the shadow volume technique.11/7/2003Programming Techniques
Fast Math RoutinesA collection of good fast math routines including a fast table-based square root, and FloatToInt(). Never cast with (int) unless you understand why you shouldn't!!12/1/1999Performance
pdf fileFast Texture Downloads and Readbacks using Pixel Buffer Objects in OpenGL9/28/2005Performance ,
Programming Techniques
Floating-Point SpecialsThis paper describes when floating-point specials are generated in various stages of a modern GPU pipeline, and discusses methods for handling and protecting against these situations.2/18/2005Programming TechniquesGeForce FX
Frequently Asked GeForce3 QuestionsFrequently asked questions about programming for GeForce3, with a decidedly DirectX 8 slant. Some of the information is API agnostic but, where applicable, specifics will be given with regard to DirectX 8.8/12/2001Performance ,
Architecture ,
Effects ,
Programming Techniques
GeForce3
Fresnel ReflectionFresnel reflection occurs commonly in nature and is thus important for realistic real-time graphics. This paper describes how to implement Fresnel reflection efficiently on DirectX 8.1 hardware such as NVIDIA’s GeForce 3, including source code and screenshots.3/29/2003EffectsGeForce3
Fun with DX7Presentation from GDC2000 on DX7. Covers common misconceptions about the API.6/12/2000Programming Techniques
GDC 2001 -- Advanced OpenGL Game DevelopmentThis presentation is an overview of some of the new, advanced OpenGL features.3/23/2001Effects ,
Programming Techniques
GDC 2001 -- Automatic Mipmap GenerationThis presentation covers the automatic mipmap generation facilities in OpenGL.3/23/2001Programming Techniques
GDC 2001 -- Basic Mistakes in Direct3D8A presentation on common basic mistakes in D3D.3/23/2001Programming Techniques
GDC 2001 -- DX8 Pixel ShadersThis presentation covers DX8 pixel shaders in detail.3/23/2001Architecture ,
Programming Techniques
GeForce3
GDC 2001 -- Efficient AnimationThis presentation covers using DirectX8 for efficient animation.3/23/2001Programming Techniques
GDC 2001 -- Higher Order SurfacesThis presentation covers the use of higher order surfaces in OpenGL.3/23/2001Programming Techniques ,
Art Assets
GeForce3
GDC2001 -- Interactive Cloth SimulationThis presentation, from Microsoft DirectX Day at GDC, covers techniques used in the NVIDIA cloth simulation program like curved surfaces and vertex shaders (including doing raytracing in a vertex shader!).3/28/2001EffectsGeForce3
GDC 2001 -- More Advanced Hardware Rendering TechniquesThis presentation covers advanced hardware accelerated lighting techniques in OpenGL.3/27/2001Programming TechniquesGeForce3
GDC 2001 -- OpenGL PerformanceThis presentation covers performance issues in OpenGL.3/23/2001Performance
GDC 2001 - OpenGL Surfaces with NV_evaluatorsThis presentation covers using higher order surfaces in OpenGL using NV_evaluators.3/23/2001Programming Techniques ,
Art Assets
GeForce3
GDC 2001 -- Optimization in DX8This presentation covers optimization techniques to get the most out of your D3D8 apps.3/23/2001Performance
GDC 2001 -- Per Pixel Lighting in OpenGLThis presentation covers per-pixel lighting techniques in OpenGL.3/23/2001Effects
GDC 2001 -- Programmable Texture BlendingThis presentation covers programmable texture blending via register combiners in OpenGL.3/23/2001Programming TechniquesGeForce3
GDC 2001 -- Shadow Mapping with Today’s OpenGL HardwareThis presentation covers new hardware accelerated shadow techniques in OpenGL.3/23/2001EffectsGeForce3
GDC 2001 -- Shadow TechniquesThis presentation covers a number of shadow techniques.3/23/2001Effects ,
Programming Techniques
GeForce3
GDC 2001 -- Texture ShadersThis presentation covers using texture shaders in OpenGL.3/23/2001Architecture ,
Programming Techniques
GeForce2
GDC 2001 -- Using P-Buffers for Off-Screen RenderingThis presentation cover P-buffers in OpenGL.3/23/2001Programming TechniquesGeForce3
GDC 2001 -- Vertex ProgramsThis presentation covers using vertex programs in OpenGL.3/23/2001Programming TechniquesGeForce3
GDC 2001 -- Writing Good Vertex ShadersThis presentation covers some advanced techniques for writing good, fast vertex shaders in DX8.3/23/2001Programming TechniquesGeForce3
GDC2002 -- Balancing the Rendering PipelineThis presentation covers extracting maximum performance from the various parts of the rendering pipeline.3/27/2002Performance
GDC2002 -- ContentmentThis presentation was given by Richard Huddy at GDC 2002.3/27/2002Programming Techniques
GDC2002 -- DirectX8 PerformanceThis presentation covers improving performance in Direct3D 8.3/27/2002Performance
GDC2002 -- Extending Textures Beyond Simple PixelsThis presentation covers interesting and novel uses for texturing.3/27/2002Effects ,
Programming Techniques
GDC2002 -- Hardware-Accelerated Procedural Texture AnimationThis presentation covers generating procedural texture entirely on the GPU.3/27/2002Effects ,
Programming Techniques
GeForce3
GDC2002 -- High Dynamic Range and Other Fun Shader TricksThis presentation covers image-based lighting using high dynamic range imagery, along with other techniques such as caustics and procedural terrain.3/27/2002EffectsGeForce3
GDC2002 -- In-Game Special EffectsThis presentation discusses techniques for adding special effects to game engines.4/17/2002Effects
GDC2002 -- Occlusion (HP and NV Extensions)This presentation covers usage of the HP and NV occlusion test extensions in OpenGL.3/27/2002Programming Techniques
GDC2002 -- OpenGL MultisampleThis presentation covers using multisample AA in OpenGL.3/27/2002Architecture ,
Programming Techniques
GDC2002 -- OpenGL Render-to-TextureThis presentation covers using render to texture in OpenGL.
3/27/2002Programming Techniques
GDC2002 -- Practical Per-Pixel EffectsThis presentation covers practical per-pixel lighting effects, all of which run on 2 texture hardware!3/27/2002EffectsGeForce3
GDC2002 -- Real-Time HatchingThis presentation covers the issues in implementing a non-photorealistic, hatching effect in real-time.3/27/2002EffectsGeForce3
GDC2002 -- Render-To-Texture CachingThis presentation covers using render-to-texture to cache temporary results, such as for shadowing.3/27/2002Programming Techniques
GDC2002 -- Texture Space On Real ModelsThis presentation covers generating texture space and fixing real-world issues such as mirroring.3/27/2002Programming Techniques
GDC2002 -- Vertex Program 1.1 and Texture Shader 3This presentation covers the vertex program 1.1 and texture shader 3 extensions in OpenGL.3/27/2002Architecture ,
Programming Techniques
GeForce3
GDC2002 -- What Comes After 4?This presentation looks ahead to future developments in graphics.3/27/2002Architecture
GDC 2003 PresentationsPresentations from GDC 2003.
9/4/2003Effects ,
Programming Techniques ,
Performance ,
Architecture
GDC 2004 PresentationsPresentations from the Game Developers Conference 20043/29/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
GDC 2005 PresentationsPresentations from the 2005 Game Developers Conference.3/15/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
GDCE 2003 PresentationsPresentations from GDCE 20039/16/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
GDCE 2005 PresentationsPresentations from GDCE 2005.9/7/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
GeForce 256 and RIVA TNT CombinersHow to best utilize the per-pixel operations using OpenGL on NVIDIA's graphics processors12/8/1999ArchitectureGeForce 256
GeForce 256 OverviewSummer Camp 9911/12/1999ArchitectureGeForce 256
GeForce 256 Register CombinersAn overview of the powerful register combiners for texture operations on the GeForce 2563/17/2000ArchitectureGeForce 256
GeForce3 Architecture OverviewThis presentation covers the architecture and new features of GeForce3 for developers.8/10/2001ArchitectureGeForce3
GeForce3 OpenGL PerformanceThis presentation covers all aspects of OpenGL performance with respect to GeForce3.3/6/2000Performance
GeForce 6 Series OpenGL ExtensionsNew OpenGL extensions for GeForce 6 Series GPUs, including NV_vertex_program3, NV_fragment_program2, floating-point filtering and blending, and more.7/9/2004Programming TechniquesGeForce 6 Series
GeForce 6 Series Technical BriefsThis collection of technical briefs explains the features of the GeForce 6 Series (NV4X) GPUs, including Shader Model 3.0, Ultrashadow II, Floating-Point Filtering and Blending, PCI Express, and more.
5/21/2004ArchitectureGeForce 6 Series
General FAQA useful collection of frequently asked questions.10/24/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
GL_BumpA great demo of bump mapping in OpenGL sent in by Diego Tartara. Thanks!12/13/1999Effects ,
Programming Techniques
GPGPU: Beyond GraphicsNew applications for the GPU as it grows more powerful.
3/23/2004Programming TechniquesGeForce FX
GPU-Assisted Rendering TechniquesNew rendering techniques that take advantage of Shader Model 3.0 features, as well as floating point filtering and blending.3/22/2004Effects ,
Programming Techniques
GeForce 6 Series
GPU BBQ 2004Presentations from GPU BBQ 2004 developer event.10/15/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
GPU BBQ 2004 PresentationsPresentations from GPU BBQ 20049/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
GPU Gems 2GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation is hard bound, approximately 880 pages, and in full color throughout, with over 300 diagrams and screenshots. It was a 2005 Game Developer Magazine Front Line Award finalist in 2005, and was the best-selling book at GDC 2005. 1/18/2004Art Assets ,
Architecture ,
Performance ,
Effects ,
Programming Techniques
GPU Gems ShowcaseHow to render atmopheric effects such as rainbows and fogbows, blood that crawls on surfaces and responds to gravity, and simulate water using the vertex texture fetch functionality in next-generation hardware.

3/24/2004Effects ,
Programming Techniques
GeForce FX
GPU Jackpot 2004 PresentationsPresentations from GPU Jackpot 200411/2/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Graphics Performance OptimizationAn overview of the graphics pipeline from a performance standpoint, as well as how to find and resolve performance bottlenecks.1/31/2004Performance
Guard Band ClippingGuard Band Clipping
Sim Dietrich
GDC 99
11/3/1999Architecture ,
Programming Techniques
GeForce 256
Guard Band ClippingAn efficient hardware feature to avoid a lot of CPU work.1/31/2000Architecture ,
Programming Techniques
Hardware Accelerated Anisotropic LightingEffects of satin cloth, brushed metal, and other anisotropic lighting effects are possible under OpenGL
Mark Kilgard
GDC 99
11/3/1999EffectsGeForce 256
Hardware Bump-mapping Choices and ConceptsThis presentation is an overview on the various choices involved in implementing hardware bump-mapping.6/7/2000Effects ,
Programming Techniques
Hardware Shadow MappingThis white paper covers the details behind hardware shadow mapping with implementation details in OpenGL and Direct3D.12/5/2001Effects ,
Programming Techniques
GeForce3
Hardware Transform and LightingSummer Camp 9911/12/1999Performance ,
Architecture
GeForce 256
Hardware Transform and LightingA presentation from GDC2000 on using and optimizing for hardware transform and lighting.6/12/2000Performance ,
Architecture
Hello, Cg! Introductory TutorialThis short whitepaper shows how to set up a simple Cg program, complete with source code in the style of the Cg toolkit.9/8/2003Programming TechniquesGeForce FX
High Dynamic Range Rendering on the GeForce 6800How to implement high dynamic range, tone mapping, and post processing with GeForce 6 Series GPUs.7/9/2004Programming TechniquesGeForce 6 Series
Higher Order SurfacesThis presentation details the Higher Order Surface functionality and interface for GeForce3.3/6/2001Architecture ,
Programming Techniques
High Performance Direct3DHigh Performance D3D
Richard Huddy
GDC 99
11/3/1999PerformanceGeForce 256
How to Bump Map a Skinned Polygonal ModelAn update of the previous presentation from GDC. This one includes many new diagrams and images and additional information.6/7/2000Effects ,
Programming Techniques
GeForce3
I3D 2005 PresentationsPresentations from I3D 2005 (the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games)4/11/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
Implementation of "Missing" Vertex Shader InstructionsA white paper on some common operations which seem "missing" from the vertex shader instruction set, but can be implemented using various combinations of instructions. Includes cross products, cosine, sine, pow, and many more.12/11/2000Programming TechniquesGeForce3
Implementing Bump-Mapping using Register CombinersThis presentation covers using the register combiners to implement bump-mapping.8/10/2001EffectsGeForce3
Implementing Fog in Direct3DAll about fog and various fog functions. Has sample code.1/3/2000Effects
Implementing the Fixed-Function Pipeline using CgThis example shows how to implement common fixed-function pipeline operations using Cg.2/27/2003Effects ,
Programming Techniques
GeForce FX
Infinite Shadow VolumesThis demo implements the techniques described in the Practical and Robust Shadow Volumes paper.4/4/2002Effects
Interactive Order-Independent TransparencyThis white paper covers a new technique for achieving order-independent transparency. Implementation details are provided for OpenGL.5/15/2001EffectsGeForce3
Introduction to 3D Graphics for GamesA quick high-level introduction to the world of 3D graphics and how GPUs work.
2/10/2004Programming Techniques
Introduction to DX8 Pixel ShadersThis presentation covers the differences between DX7-style texture stages and the new DX8 pixel shader pipeline.11/10/2000Architecture ,
Programming Techniques
GeForce3
Introduction to DX8 Vertex ShadersThis presentation covers the basics of vertex shaders including descriptions of every instruction and examples.11/10/2000Architecture ,
Programming Techniques
GeForce3
Introduction to Per-Pixel LightingThis presentation covers the basics of per-pixel lighting including normal maps, texture space, and normalization cube maps.11/10/2000Effects
Introduction to Vertex ShadersThis white paper covers the basics of vertex shaders in DirectX8, along with how to achieve some interesting effects.5/15/2001Architecture ,
Programming Techniques
Iron Developer 2004 PresentationsPresentations from Iron Developer 2004 at CEDEC 200410/15/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
Iron Developer 2005 PresentationsPresentations from Iron Developer 2005 at CEDEC 20059/7/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
Japanese Presentations, June 2001These two archives contain all lecture and supplemental materials translated into Japanese for NVIDIA's June 2001 Japan Iron Chef developer workshop event. Special thanks go to Saito Michio and Silicon Studio, Japan, for the excellent translations and assistance for the event.6/27/2001Performance ,
Architecture ,
Effects ,
Programming Techniques
Mapping Texels to Pixels in D3DThe use of integral screen and texture coordinates yields ambiguous mappings between texels and pixels.4/25/2000Programming Techniques
Mathematics of Per-Pixel LightingThis presentation covers the mathematics of per-pixel lighting.8/10/2001Effects ,
Programming Techniques
Maximizing OpenGL PerformanceGetting the most out of the GeForce 256 and Quadro under OpenGL3/17/2000Performance
Maximizing Texture PerformanceMaximizing Texture Performance
Sim Dietrich
GDC 99
11/3/1999PerformanceGeForce 256
Memory Management with VARThis demo illustrates how to implement a simple memory manager for the GL_NV_vertex_array_ range and GL_NV_fence extensions.5/8/2002Performance ,
Programming Techniques
Mesh SkinningThese slides cover the principles of mesh skinning and the implementation using vertex programs.3/6/2001EffectsGeForce3
Mipmapping Normal MapsThis paper explores how to eliminate the common problem of strobing/sparkling noise due to aliasing of specular highlights.6/21/2004Programming Techniques ,
Effects
Modern Graphics Engine DesignPractical considerations for designing a modern graphics engine, using a case study approach.
9/6/2003Programming Techniques
Multitexture CombinersMultitexture Combiners
Michael Gold
GDC 99
11/3/1999ArchitectureGeForce 256
Multi-Textured BRDF-based LightingThis presentation covers multitextured BRDF (bi-directional reflectance distribution function) based lighting.3/6/2001Effects
Natural PhenomenaNatural Phenomena
Michael Gold
GDC 99
11/3/1999Effects
New NVIDIA OpenGL ExtensionsNew extensions that take advantage of "Shader Model 3.0" features, as well as floating point filtering and blending.3/23/2004Programming TechniquesGeForce 6 Series
Next-Gen Special Effects ShowcaseHow to render atmopheric effects such as rainbows and fogbows, blood that crawls on surfaces and responds to gravity, and simulate water using the vertex texture fetch functionality in next-generation hardware.

3/24/2004EffectsGeForce 6 Series
Non-Power-of-Two MipmappingHow to create non-power-of-two mipmaps.4/29/2005Programming TechniquesGeForce 256
Normalization HeuristicsThis paper takes a detailed scientific approach to answer the question: "When is cube map normalization faster than the normalize function?"2/28/2004Programming Techniques
NVIDIA "CineFX" Architecture7/21/2002ArchitectureGeForce FX
NVIDIA GPU Programming GuideThe NVIDIA GPU Programming Guide provides useful advice on how to identify bottlenecks in your applications, as well as how to eliminate them by taking advantage of the Quadro FX, GeForce 7 Series, GeForce 6 Series, and GeForce FX families' features. 11/16/2004Architecture ,
Programming Techniques ,
Performance
GeForce FX
NVIDIA OpenGL 2.0 Support6/23/2005Programming Techniques
NVIDIA OpenGL Extension SpecificationsThis page lists the OpenGL extensions specifications that NVIDIA supports.8/18/2005Programming Techniques
NVIDIA OpenGL Texture FormatsSupported texture formats in OpenGL on NVIDIA GPUs.12/14/2004Programming Techniques
NVIDIA SLINVIDIA SLI main page.6/28/2004Performance ,
Architecture
NVPerfHUDLearn about NVPerfHUD, a tool that helps you to monitor and analyze Direct3D application performance in real time.7/9/2004Performance ,
Programming Techniques
GeForce 6 Series
OpenGL 1.3 FeaturesThis presentation covers the new features of OpenGL 1.38/10/2001Programming Techniques
OpenGL 2.0 UpdateAn update on the status of OpenGL 2.0 and several key extensions.3/23/2004Programming Techniques
OpenGL Extensions TutorialTutorial on how to use OpenGL extensions.11/3/1999Programming Techniques
OpenGL Render To Depth TextureThis demo shows how to render to depth textures for shadow mapping in OpenGL through the WGL_ARB_render_ texture and WGL_NV_render_ depth_texture extensions.4/3/2002Programming TechniquesGeForce3
OpenGL Render To TextureThis demo shows the usage of render-to-texture in OpenGL through the WGL_ARB_render_ texture extension.4/3/2002Programming Techniques
OpenGL SDK DocumentationThis includes powerpoint presentations and whitepapers on the OpenGL SDK.3/9/2001Performance ,
Effects ,
Programming Techniques
OpenGL Texture Compression/S3TC TutorialThis GLUT example shows how to utilize ARB_texture_compression with EXT_ texture_ compression_ s3tc.5/22/2000Programming Techniques ,
Art Assets
OpenGL Vertex ProgrammingCovers vertex programming under OpenGL using the NV_vertex_program extension.3/6/2001Programming TechniquesGeForce3
OpenGL Vertex Programming Crib SheetThis "crib sheet" is a handy reference for writing vertex programs.7/5/2001Programming TechniquesGeForce3
Optimization for DirectX 9 GraphicsTechniques to improve your GPU performance.3/22/2004PerformanceGeForce FX
Optimizing Direct3D for the GeForce 256Covers hardware T&L, vertex buffers, dynamic geometry, and other stuff.1/3/2000Performance
Optimizing for Hardware Transform and LightingA presentation given by Sim Dietrich at this year's Xtreme Game Developers Conference.10/9/2000PerformanceGeForce 256
Order-Independent TransparencyThis presentation covers the technique for implementing order-independent transparency in hardware on GeForce3 in OpenGL.8/10/2001EffectsGeForce3
Other Web and Print ResourcesList of various resources that can be found either on the web or in print. 9/12/2000Programming Techniques
Perfect Kitchen Art 2005 PresentationsPresentations from Perfect Kitchen Art 2005 in Beijing, China.8/2/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
Per-Pixel LightingThe GeForce 256 is capable of some amazing per-pixel lighting effects and per-pixel bump mapping. Here's how!3/14/2000EffectsGeForce 256
Phong Shading and LightmapsPhong Shading & Lightmaps
Michael Gold
GDC 99
11/3/1999EffectsGeForce 256
Practical and Robust Shadow VolumesThis paper describes a robust, artifact-free method of rendering stenciled shadow volumes that eliminates the problem of shadow volume capping. Updated with a presentation from GDC.3/18/2002Effects
Practical Bump-mapping for Today’s GPUsPer-Pixel lighting and bump mapping in real-time on the GeForce 256.3/17/2000EffectsGeForce 256
Practical Performance Analysis and TuningAn overview for performance tuning, including advice for current and future GPUs.3/24/2004PerformanceGeForce FX
PresentationsRecent presentations at developer events and conferences.2/18/2004Performance ,
Architecture ,
Effects ,
Programming Techniques ,
Art Assets
Presentations from 6800 Leagues Under the Sea Presentations from 6800 Leagues Under the Sea7/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Procedural 3D TexturingThis demo shows solid texturing of an object using a procedurally generated 3D noise texture.9/14/2001EffectsGeForce3
Programmable Texture BlendingThis presentation covers using programmable texture blending using register combiners.8/10/2001EffectsGeForce3
Projective Texture MappingThis white paper covers the details of projective texture mapping, along with implementation notes in OpenGL.4/24/2001Effects ,
Programming Techniques
Projective TexturesProjective Textures
Michael Gold
GDC 99
11/3/1999Effects ,
Programming Techniques
GeForce 256
Questions & Misconceptions About NVIDIA GPUs and Direct3DThis FAQ addresses some common questions about the GeForce 256 and Direct3D. 1/12/2000Programming TechniquesGeForce 256
Real-Time Animated TranslucencyHow to render convincing translucent effects in real-time.3/26/2004EffectsGeForce FX
Real-time Environment Reflections with OpenGLReal-time Environment Reflections with OpenGL11/3/1999EffectsGeForce 256
Reflective Bump MappingThis presentation covers implementing reflective bump mapping using texture shaders in OpenGL.8/10/2001EffectsGeForce3
RIVA 128/ZX/TNT FAQ NVIDIA Corporation RIVA 128/ZX/TNT FAQ9/12/1999Programming Techniques
ScalabilityScalability
Richard Huddy
GDC 99
11/3/1999Programming TechniquesGeForce 256
Shading at NVIDIAA description of languages, workflow, programming tips, and more, given by Kurt Akeley.7/22/2003Programming Techniques
Shadow ConsiderationsStrategic considerations when using shadows to achieve optimal performance and image quality.7/9/2004Programming TechniquesGeForce 6 Series
Shadow MappingThis presentation covers shadow mapping, with implementation details in OpenGL.8/10/2001EffectsGeForce3
Shadow Mapping with Today's OpenGL HardwareShadow Mapping is a powerfull technique for accurate environment and self-shadowing.3/17/2000Effects ,
Programming Techniques
GeForce3
Shadows, Transparency, & FogOverview of various techniques including uses for the stencil buffer3/17/2000Effects
SIGGRAPH 2001 -- A User Programmable Vertex EngineThis paper and presentation from SIGGRAPH 2001 by Erik Lindholm, Mark Kilgard, and Henry Moreton covers the implementation of a user programmable vertex engine.8/28/2001ArchitectureGeForce3
SIGGRAPH 2002: Interactive Geometric Computations Using Graphics Hardware7/22/2002Programming Techniques
SIGGRAPH 2002: NVIDIA Programmable Graphics Technology7/21/2002ArchitectureGeForce FX
SIGGRAPH 2003 PresentationsPresentations from SIGGRAPH 20039/4/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
SIGGRAPH 2004 PresentationsPresentations from SIGGRAPH 20038/18/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
SIGGRAPH 2005 PresentationsPresentations from SIGGRAPH 20058/10/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
Stencil Buffer TutorialTutorial on rendering shadows and reflections with the stencil buffer.11/3/1999Programming Techniques
Technical Brief: 3D Graphics DemystifiedA primer on 3D graphics.11/10/1999Programming Techniques
Technical Brief: AGP 4X with Fast WritesExplains the benefits of AGP 4X with Fast Writes and describes how only the GeForce 256 takes advantage of this feature.11/10/1999Architecture
Technical Brief: Transform and LightingCovers the transform and lighting capabilities of the GeForce 256 GPU.11/10/1999ArchitectureGeForce 256
Technical Brief: What's New With Microsoft DirectX 7Highlights of new features in Microsoft DirectX 7 and how the GeForce 256 takes advantage of them.11/9/1999Architecture ,
Programming Techniques
GeForce 256
TexGen & The Texture MatrixTexGen and subsequent texture matrix manipulation is used for a variety of rendering effects like reflection, projective shadows, and toon rendering, You can use it for some great effects!3/15/2000Programming Techniques
Texture AddressingFiltering and HUDs got you down? Maybe this will help.1/6/2000Programming Techniques
Texture Coordinate GenerationBasic coverage of GLTexGenfv & GLTexGeni under OpenGL
Michael Gold
11/3/1999Programming Techniques
Texture ManagementTexture Management
Michael Gold
GDC 99
11/3/1999Programming Techniques
Texture Shader Configuration Using NVPARSEThis presentation covers how to use nvparse to setup texture shader programs in OpenGL.7/19/2001Programming TechniquesGeForce3
Texture ShadersThis presentation covers texture shaders in OpenGL.8/10/2001ArchitectureGeForce2
Texture Shaders This presentation covers using texture shaders in OpenGL.3/12/2001Programming TechniquesGeForce3
Texture Space Bump MappingA presentation covering Texture Space Bump Mapping, a fundamental concept in per-pixel bump mapping.11/10/2000EffectsGeForce3
The ARB_multitexture ExtensionThe ARB_multitexture Extension
Michael Gold
GDC 99
11/3/1999Programming TechniquesGeForce 256
The Cg Tutorial: The Definitive Guide to Programmable Real-Time GraphicsThe Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics is a great way to learn about the modern 3D graphics pipeline, shading languages, and the Cg language in particular. This page includes purchasing information, online versions of the book's CD content, supplementary content, and more.3/11/2003Programming Techniques ,
Architecture ,
Performance ,
Effects
GeForce FX
The Cg Tutorial BookThe Cg Tutorial, published in March 2003, explains how to implement both basic and advanced techniques for today's programmable GPU architectures.12/20/2002Performance ,
Architecture ,
Effects ,
Programming Techniques
GeForce FX
The Efficient Use of Vertex BuffersThis paper discusses vertex buffer performance issues in-depth and covers common problems along with their solutions.11/1/2000Performance ,
Programming Techniques
The OpenGL Shading Language on NVIDIA HardwareAn overview of NVIDIA's OpenGL Shading Language support, as well as several useful supplementary features.
3/23/2004Programming Techniques
Tools & Developer ResourcesNVIDIA provides a lot more than great hardware! This presentation outlines the resources we provide to software developers.3/14/2000Programming Techniques
Toon ShadingThe GeForce 256's powerfull hardware features can be combined to produce some amazing non-traditional rendering effects. This cartoon effect can be done completely in hardware.3/15/2000EffectsGeForce 256
Top 5 Things That Kill Performance Under DX7This document covers five common mistakes and pitfalls that kill performance under DX7.6/26/2000Performance
Using P-Buffers for Off-Screen Rendering in OpenGLThis white paper covers rendering to off-screen pixel buffers in OpenGL.8/9/2001Effects ,
Programming Techniques
Using texture compression in OpenGLThis article teaches how to use the ARB_texture_compression and EXT_texture_ compression_s3tc extensions.5/22/2000Programming Techniques
Using the Stencil BufferStencil Buffer
Sim Dietrich
GDC 99
11/3/1999Effects ,
Programming Techniques
GeForce 256
Using Vertex Array Range and FencesThis paper describes the use of the vertex array range and fence OpenGL extensions on GeForce based GPUs. This technique yields much improved geometry performance.8/1/2001Performance
Using Vertex Buffer ObjectsThis whitepaper explains what vertex buffer objects (VBOs) are, and how to use them.2/27/2004Programming Techniques
VAR/Fence: Using Vertex Array Range and FencesThis presentation details the vertex array range and fence extensions, which are necessary to obtain maximum performance on NVIDIA GPUs.3/6/2001Performance ,
Programming Techniques
Vertex BlendingSummer Camp 9911/12/1999EffectsGeForce 256
Vertex Blending Under DX7 for the GeForce 256Vertex blending is a step beyond basic interconnected rigid bodies and is good for animation.1/5/2000Effects ,
Programming Techniques
GeForce 256
Vertex BuffersA presentation from GDC2000 on vertex buffers.6/12/2000Programming Techniques
Vertex Cache OptimizationSummer Camp 9911/12/1999Performance ,
Architecture
Vertex Program ModulesCovers a number of interesting and non-obvious operations using vertex programs like cross products, LUTs, and even the Mandelbrot set!11/3/2000EffectsGeForce3
Vertex ProgramsThis presentation covers vertex programming in-depth, with implementation details in OpenGL.8/10/2001ArchitectureGeForce3
Vertex Programs for the Fixed Function PipelineThis presentation shows how to implement the fixed function pipeline in a vertex program.11/3/2000EffectsGeForce3
Vertex Shader API DifferencesThis presentation details the differences between DirectX 8 Vertex Shaders and OpenGL Vertex Programs.3/6/2001Programming TechniquesGeForce3
Vertex Texture FetchVertex texture fetch allows vertex shaders to read data from textures, and can be used for a number of effects, including displacement mapping, fluid and water simulation, explosions, and more.8/25/2004Architecture ,
Effects ,
Programming Techniques
GeForce 6 Series
Volumetric ExplosionsThis technique is a step beyond bilboarding, and goes along with the demo.1/11/2000Effects
W-Buffering in Direct3DW-buffering is an alternative to Z-buffering and can be used when Z-buffering produces artifacts.1/3/2000Programming Techniques
XGDX 2003 PresentationsPresentations from XGDX 200310/8/2003Performance ,
Programming Techniques
Z BufferingDiscussion of the technique and comparison to W buffering.1/31/2000Programming Techniques