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Last Updated: 10 / 12 / 2007

Developer Newsletter: Issue #29


In This Issue:

Past newsletter issues are also available in Japanese, Chinese, and Korean.

 

DEVELOPER RESOURCES


NVIDIA at SIGGRAPH 2005

NVIDIA engineers will be involved in several sessions, courses, and presentations at SIGGRAPH 2005.  Don't miss these, as well as a chance to meet our team at the NVIDIA booth.

  • NVIDIA Exhibitor Tech Talks (Thursday, Aug. 4 - Room 404A)
    • GPU Rendering Analysis and Performance Tools [10 am - 12 pm]
    • GPU Programming Exposed: The Naked Truth Behind NVIDIA's Demos [1 - 3 pm]
       
  • Sketches (Thursday, Aug. 4)
    • Percentage-Closer Soft Shadows [10:30 am - 12:15 pm]
    • GPU-Accelerated Iterated Function Systems [1:45 - 3:30 pm]
    • Cloth Simulation on the GPU [1:45 - 3:30 pm]
       
  • Courses
    • Performance OpenGL: Platform Independent Techniques
          [Monday, Aug. 1, 8:30 am - 12:15 pm]
    • GPU Shading and Rendering
          [Tuesday, Aug. 2, 8:30 am - 5:30 pm]
    • GPGPU: General-Purpose Computation on Graphics Hardware
          [Wed., Aug. 3, 8:30 am - 5:30 pm]
       
  • Sony Computer Entertainment Exhibitor Tech Talk (Wed., Aug. 4)
    • COLLADA: An Open Digital Asset Exchange Schema for the Interactive 3D Industry [1 pm - 3 pm, Hall J, Room 1]

Our exhibitor tech talks are open to everyone, regardless of whether you are a conference attendee or exhibitor.  Don't miss out on a chance to learn all about the latest NVPerfKit for OpenGL and Direct3D, real-time translucency, skin and hair rendering, and much more...  as well as a chance to win GeForce 7800 GTX and GPU Gems 2 raffle prizes.

NVIDIA is also sponsoring the following software partner events:

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SDK 9.5 Released

The NVIDIA SDK includes hundreds of code samples, effects, and helpful libraries to help you take advantage of the latest in GPU technology. This latest release includes short video clips for selected samples and effects, as well as:

  • SLI Best Practices code sample
  • Transparency Antialiasing code sample
  • GPU video and effects using shaders
  • Percentage Closer Soft Shadows effect
  • Dozens of new and updated effects for shadows, image processing, visual debugging, and more
  • Image processing code samples showing how to do convolutions, compositing, discrete cosine transforms, and more
  • Computing image histograms using occlusion queries.

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Transparency AA Sample, Whitepaper, and Video

This sample demonstrates the GeForce 7 Series per-primitive super-sample and multi-sample modes for antialiasing primitives with transparent fragments. Source code and binaries are included, as well as a whitepaper and a short video clip.

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NVIDIA GPU Programming Guide Updated

This update of our GPU Programming Guide includes new information about the GeForce 7 Series as well as transparency antialiasing.

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NVIDIA OpenGL 2.0 Support Release Notes

These release notes explain NVIDIA's support for OpenGL 2.0. These notes are written mainly for OpenGL programmers writing OpenGL 2.0 applications. These notes may also be useful for OpenGL-savvy end-users seeking to understand the OpenGL 2.0 capabilities of NVIDIA GPUs.

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NVPerfHUD 3.1 Available

This release includes fixes for a bugs reported by developers, including:

  • Vertex shader constants are now reported correctly in all cases
  • The "NVIDIA NVPerfHUD" adapter is now available on all NVIDIA GPUs

Please see the NVPerfHUD homepage for full details.

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NVShaderPerf 1.8 Released

This latest version of NVShaderPerf features:

  • Support for ForceWare 77.72 display drivers and latest Unified Compiler.
  • Support for GeForce 7800 GTX and other recently released GPUs.
  • A new option to take the most/least expensive path for shaders that use conditional branching.  Metrics for the most expensive path are reported by default.  Metrics for the least expensive path are displayed when the -minbranch flag is specified.

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NVMeshMender User Guide Available

We've released a short user guide for our NVMeshMender library.  The guide covers what the library takes as input, what it outputs, describes the interface, and more.

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imga_awards.jpgIMG Awards

The International Mobile Gaming (IMG) Awards is an initiative of NVIDIA, Alias, Nokia, and Orange to create a new and exciting set of awards to recognize the world's most talented mobile game developers, whether they are from professional studios, universities or even back bedrooms! Click here to learn more.

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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

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: High-Performance Sorting on the GPU

This paper by Govindaraju et al. describes a cache-efficient bitonic sorting algorithm on GPUs. The algorithm uses the special purpose texture mapping and programmable hardware to sort IEEE 32-bit floating point data including pointers, and has been used to perform stream data mining and relational database queries. Their results indicate a significant performance improvement over prior CPU-based and GPU-based sorting algorithms. (Also see this Tom's Hardware article.)

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TECHNOLOGY


NVIDIA Quadro FX 4500 and 3450 Launched

imga_awards.jpgThe NVIDIA Quadro FX 4500 is the flagship product of the NVIDIA Quadro family with unsurpassed hardware pixel readback performance and support for Scalable Link Interface Technology (SLI) and NVIDIA Quadro G-Sync. In addition, the NVIDIA Quadro FX 4500 graphics card features a 128-bit floating point frame buffer, 12-bit sub-pixel precision, and a unified 512MB frame buffer memory helping to deliver full scene antialiasing and outstanding application performance.

The NVIDIA Quadro FX 3450 features outstanding performance and precision, with a revolutionary new architecture that increases raw geometry and fill rate performance over previous generation products and delivers up to 4x the hardware pixel read-back performance, with support for 256 MB ultra-fast GDDR3 memory.

You may also want to visit our NVIDIA Quadro product comparison page.

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NVIDIA Gelato 2.0 with Sorbetto Released

At SIGGRAPH, NVIDIA will be showing off three major new additions to NVIDIA Gelato:

  • Gelato 2.0, the latest major release of our highly regarded final frame rendering software
  • Sorbetto, an optional feature set of Gelato for interactive lighting
  • Amaretto, an Autodesk 3ds Max rendering plug-in developed by Frantic Films.

Come see Gelato 2.0 and Sorbetto at the NVIDIA booth (#1714 South Hall) and see Amaretto in the PNY and Autodesk booths. Visit http://film.nvidia.com for more information.

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EVENTS


Games Convention Developer Conference

NVIDIA's John Spitzer, Simon Green, and Philipp Gerasimov will be presenting several talks at the Games Convention Developer Conference in Leipzig:

  • Optimizing for SLI (Room 1, 17:30 - 18:30, Tuesday August 16)
  • Getting the Maximum Performance out of Your Game (Room 3, 11:00 - 12:00, Wednesday August 17)
  • General Purpose Computation Using GPUs (Room 3, 11:00 - 12:00, Thursday, August 18)

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Iron Developer at CEDEC 2005

If you're a Japanese developer, don't miss our Iron Developer event on August 29 at CEDEC 2005. We'll be giving four talks there, covering a range of topics:

  • Mike & Luna: Even More Secrets from the NVIDIA Demo Team & Next-Generation Special Effects
  • Shader Integration
  • Shaders in Your Toolchain: COLLADA & FX Composer 2.0
  • Performance Tools and SLI Programming

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Game Developers Conference Europe 2005

NVIDIA will be involved in two sessions at GDCE 2005:

  • Feeding the Beast: How to Satiate Your GoForce While Differentiating Your Game
  • GPU Programming Exposed: The Naked Truth Behind NVIDIA's Demos

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Featured Pages and Downloads

Some of the most popular pages and downloads over the past few weeks have been:

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Job Openings

NVIDIA's Developer Technology group is always looking for talented engineers and artists in the US, Japan, and Europe. See http://talent.nvidia.com for more general information, or our specific openings for: Mobile Device Developer Technology Engineer (USA, Europe, and Korea), and 3D Professional Applications Developer Technology Engineer.

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Newsletter Distribution

Please feel free to forward this newsletter to friends, coworkers, or any other potentially interested parties. In addition, if you know of anyone who might be interested in signing up for the newsletter, please point them to http://developer.nvidia.com/object/Newsletter_Signup.html.

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Past Newsletter Issues

In case you missed any of our previous newsletter issues, you can find them online at our Developer Newsletter Archive in a variety of languages, including Japanese, Chinese, Korean, and English.

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NVIDIA® Corporation (Nasdaq: NVDA) is the worldwide leader in graphics processors and media communications devices. For more information about NVIDIA please visit our website: www.nvidia.com.

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