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Last Updated:
05
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21
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2004
Developer Newsletter: Issue #18
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DEVELOPER RESOURCES |
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NVSDK 7.0 Released
This release includes over a hundred new code samples and effects, and technical documentation describing how to apply the latest tips and techniques in your applications. You'll also find the latest versions of cutting edge content creation, code integration, performance analysis and educational resources from NVIDIA. Packed with powerful solutions to challenging problems, this release gives you the information you need to take advantage of NVIDIA GPUs using DirectX and OpenGL.
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GPU Gems Published at GDC 2004
GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics was published at GDC 2004, where it was the runaway bestseller at the show bookstore. Already in its second printing, GPU Gems is a compilation of articles covering practical real-time graphics techniques arising from the research and practice of cutting-edge developers. The book is hard-bound, has 816 pages, and is in full color throughout, with over 300 diagrams and screenshots. GPU Gems is available for purchase at Amazon and Barnes & Noble, and is described in detail at the book's home page (including the table of contents, sample chapters, contributor biographies, and more).
We have arranged a special 20% discount for you with our publisher, Addison-Wesley. To take advantage of this offer, please use the following link: http://www.awprofessional.com/title/0321228324. Once you add the book to your shopping cart and begin checkout, you can enter the promotional code "gpugems04" (without the quotes) to receive the 20% discount.
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NVShaderPerf Released
This handy command line utility uses the same technology as the Shader Perf panel in FX Composer to report shader performance metrics. NVShaderPerf analyzes DirectX and OpenGL shaders written in HLSL, !!FP1.0, !!ARBfp1.0, PS1.x and PS2.x. You can get performance reports for your shaders on the entire family of GeForce FX GPUs, including cycle count and register usage.
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FX Composer 1.1 Available
FX Composer enables developers to create high performance DirectX 9.0 HLSL shaders in an IDE with unique real-time preview and optimization features. FX Composer makes shader development and optimization easier for programmers while providing an intuitive GUI for artists customizing shaders for a particular scene. FX Composer comes with dozens of sample projects, performance tutorials, and over 200 sample shaders. The newly released FX Composer 1.1 includes several additional sample shader and some minor bug fixes.
We are hard at work on FX Composer 1.5, which supports Shader Model 3.0 and includes several new features requested by developers. Join our free Registered Developer program (links at bottom of that page) to get early access to FX Composer 1.5.
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All-New NVPerfHUD 2.0 - First Public Release Coming Soon
Modern graphics processing units (GPUs) generate images through a pipelined sequence of operations. A pipeline runs only as fast as its slowest stage, so tuning graphical applications for optimal performance requires a pipeline-based approach to performance analysis. NVPerfHUD helps you improve the overall performance of your application by identifying slowest stage in your graphics pipeline.
Be sure to check out the NVPerfHUD User Guide, which describes a methodology for effectively identifying and crushing performance bottlenecks in your application. This release automatically performs the setup & configuration process, making NVPerfHUD 2.0 even easier to use than earlier versions.
NVPerfHUD 2.0 will be available to registered developers in a few days, and to all developers in about a week.
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NVIDIA GPU Programming Guide Posted
The NVIDIA GPU Programming Guide (formerly known as the GeForce FX Programming Guide) contains advice for getting optimal performance out of our new GeForce 6 Series and older GeForce FX GPUs. It includes general advice as well as specific advice for each generation, along with an overview of useful tools. This document is available only to registered developers at this time.
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GeForce 6 Series Effects Video Samples
We have some exciting new SDK samples in the works for our next release. In case you missed them running live at GDC 2004, we created several educational video clips we think you'll find interesting. These clips are meant to help developers by explaining some of the techniques that are possible with GeForce 6 Series GPUs. Full source code for these samples and more will be available in the next release of our SDK.
Please note that the video clips were captured from live demos via a digital-to-analog scan converter and then recompressed. Although the voice-over explains the concepts behind each technique, colors and frame rates are not represented accurately and the effective resolution is reduced significantly. Any choppiness in the videos is caused by the capturing and encoding process that was used. As you might guess, all of the simple demos run very fast on GeForce 6800 GPUs.
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Mipmapping Normal Maps
The result of averaging or interpolating unit normals is less than unit length unless all normals within the footprint happen to be identical. Most algorithms simply renormalize, but this paper explores how the shortening can be used as a measure of normal variation to eliminate the common problem of strobing/sparkling noise due to aliasing of specular highlights.
A very inexpensive implementation that simply substitutes a power function with a 2D texture lookup is presented. Other applications of the technique, such as free gloss mapping, are also discussed.
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NVIDIA Handheld SDK Released
In this release you will find tools, libraries, code samples and technical papers that help you get the most out of NVIDIA GPUs using OpenGL ES. The NVIDIA Handheld SDK includes:
- Documentation & Resources
- Handheld SDK Code Samples
- Handheld Demo Wizard
- Helpful Libraries
- And more...
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ShaderTech.com Goes Live
ShaderTech.com is a new site that's focused on real-time shader development, providing numerous resources such as articles, forums, books, tools, and more. Because there are now several very capable high-level shading languages in active use by developers, ShaderTech aims to support the entire GPU development community regardless of shader language. Look for upcoming contests to win great prizes!
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Become a Registered Developer Today
Joining our Registered Developer program is free and gives you access to a number of benefits:
- Developer Forums
- Prerelease Tools
- Prerelease Drivers
- Bug Reporting
- Board Store Access
Joining is easy! Simply fill out one of applications below:
Please note that it may take a few weeks to receive a decision on your application, due to the large number of applicants.
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GPGPU Feature: The GPU as a Stream Processor
As GPUs become more flexible, a growing number of applications can benefit from their computational power. Each month, we will be highlighting one such project in our GPGPU feature. (GPGPU stands for General Purpose computation on GPUs. Learn more at http://www.gpgpu.org.)
Recent research considers the GPU as a stream processor—a processor in which computational kernels are applied to many elements of a data stream. This abstraction maps well to the parallelism and streaming nature of vertex and pixel data processed by GPUs. Stream processing is of course useful for more than just graphics, and it is a useful conceptual framework to apply to GPGPU problems. Several recent papers apply the idea of stream processing to GPU computing:
- Shader Algebra, by McCool et al., describes a system for manipulating shaders and doing stream programming in Sh shader meta-programming language.
- Brook for GPUs: Stream Computing on Graphics Hardware by Buck et al., presents a GPU-implementation of the Brook stream processing language.
- The Graphics Card as a Stream Processor gives an overview of GPU stream processing, and describes the ever-increasing array of applications of GPUs to massive computation
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EVENTS |
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WinHEC Coming Soon
The Windows Hardware Engineering Conference (WinHEC) brings the PC industry together each year to explore the future for the Windows platform. Here's what we'll be doing at WinHEC:
- Tony Tamasi will be talking about the Future of Graphics on Wednesday and Thursday
- Cem Cebenoyan will be talking about Next Generation Shading in two sessions on Tuesday in the Theater
- Our booth will feature:
- Stereoscopic 3D gaming
- NV40 and Nalu
- PCI Express Graphics
- The latest Microsoft Media Center extensions and video enhancements
- People in attendance will be able to relax and play the latest games on our 64-bit gaming stations
- Attendees will be able to stay connected to work on one of the 150 64-bit NVIDIA based machines in the Internet Cafe
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E3 Coming Soon
If you're in the business of games, you need to be at the center of the games business - E3! The NVIDIA booth will be showing a record number of The Way It's Meant to be Played partner titles running on the latest GeForce 6800 hardware. Our booth will also feature stereoscopic 3D gaming, making it the place for press, retailers, and analysts to see the leading PC titles for 2004 in action. Once again, NVIDIA will be sponsoring the NVIDIA FragDown tournament area, where we will be giving away fantastic prizes to the winners. In addition, we will feature partner technology and software titles on our main stage area, cohosted by a live puppeteered performance of Dawn, courtesy of Jim Henson's Creature Shop.
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PRODUCTS |
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NVIDIA Launches GeForce 6 Series - Biggest Performance and Feature Leap in Company History
Recently, we introduced the NVIDIA® GeForce(TM) 6800 models of graphics processing units (GPUs) for high-performance desktop computers. The NVIDIA GeForce 6 Series, which includes the flagship GeForce 6800 Ultra and GeForce 6800, is designed to deliver:
- Industry-leading 3D performance -- new superscalar 16-pipe architecture delivers more than twice that of current industry leading NVIDIA GPUs
- New features, including Microsoft DirectX® 9.0 Shader Model 3.0 feature set -- for ultra-realistic cinematic effects
- Vertex textures
- Dynamic branching and advanced flow control in both vertex and pixel shaders
- Dramatically increased instruction count limits
- Floating-point blending
- Floating-point texture filtering
- Generalized floating-point texture support
- Multiple Render Targets
- Unprecedented on-chip video processing engine -- enabling high- definition video and DVD playback
In case you haven't seen them yet, we have a number of videos that show off the GeForce 6800:
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NVIDIA Quadro FX 4000 Redefines the Standard for Professional Graphics
We recently announced the NVIDIA Quadro® FX 4000, a professional graphics solution that shatters all performance and image quality records, and reaches new heights in programmability and precision. Armed with a radically new graphics architecture driving twice the geometry and fill rates and up to five times the pixel read-back performance of the former industry leader, the NVIDIA Quadro FX 4000 features unlimited programmability and true 128-bit floating point precision -- giving developers using it the power to create visual content that others with competitive boards can only imagine.
The NVIDIA Quadro FX 4000 introduces many other new technologies that drive the highest performance and image quality for OpenGL- and DX-based professional applications, including:
- Rotated-grid full-scene antialiasing significantly increases the visual quality of lines and edges on 3D models without compromising performance.
- Innovative high-precision dynamic range technology sets new standards for imaging through extended 32-bit floating point capabilities in shading, filtering, texturing, and blending for unprecedented rendered image quality in visual effects processing such as motion blur and explosions.
- World's fastest 256-bit GDDR3 memory interface and the industry's highest memory bandwidth (32GB/sec.) for extremely fast data throughput.
- Two dual-link DVI-I connectors, an industry first, drive multiple very high-resolution displays at up to 3840 x 2400 resolution rates, satisfying demanding medical, satellite, and geospatial imaging application requirements.
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NVIDIA Quadro FX 4000 SDI Transforms Broadcast and Film Production
Recently, we launched the NVIDIA Quadro® FX 4000 SDI, a workstation-based graphics solution enabling breakthrough weather, news, sports, and virtual-set broadcast as well as video and film post production. This new solution, based on the NVIDIA Quadro FX 4000 architecture, integrates industry-leading graphics and 10-bit uncompressed video output capability to cut costs, eliminate bandwidth bottlenecks, and deliver unprecedented quality. The result is stunning graphical content, with high-quality HD or SD video output.
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NVIDIA Introduces Gelato - Industry's First Hardware-Accelerated Final-Film Renderer
We recently unveiled NVIDIA® Gelato(TM), the first 3D final-film renderer accelerated by industry-standard graphics hardware. Armed with the full feature set required by film and TV production professionals, NVIDIA Gelato is set to revolutionize digital film production with speed, precision, and productivity increases never before seen in offline, film-quality rendering.
Designed to create the highest-quality digital effects and animation, NVIDIA Gelato is the first commercially available application in the feature film segment to solve a critical problem-rendering-by using all of the mainstream hardware advantages available, such as floating point acceleration, 64-bit computing, PCI Express, and multithreading.
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Take Advantage of Special Pricing for NVIDIA Quadro Products
PNY Technologies and NVIDIA are teaming up to give you the power of NVIDIA Quadro at special pricing!
The NVIDIA Quadro FX series of professional solutions delivers the fastest application performance and the highest quality workstation graphics. NVIDIA Quadro FX takes the leading digital content creation (DCC) applications for game development to a new level of interactivity by enabling unprecedented capabilities in programmability and precision.
Go to http://www.pny.com/products/quadro/gamedev for more information on this incredible deal.
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Tip of the Month
In order to minimize the chance of your application trashing video memory, the best way to allocate shaders and render targets is:
1. Allocate render targets first
- Sort the order of allocation by pitch (width * bpp).
- Sort the different pitch groups based on frequency of use. The surfaces that are rendered to most frequently should be allocated first.
2. Create vertex and pixel shaders
3. Load remaining textures
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Popular Pages and Downloads
The most popular pages and downloads over the past few weeks have been:
- GeForce 6 Series Developer Video Clips. These educational video clips are meant to help developers by explaining some of the techniques that are possible with GeForce 6 Series GPUs.
- NVSDK 7.0. A suite of cutting edge content creation, code integration, performance analysis and educational resources to help you take advantage of NVIDIA GPUs using DirectX and OpenGL.
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