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Last Updated: 08 / 09 / 2008

NVIDIA Developer Newsletter #42 - Siggraph 2008

NVIDIA Developer Newsletter 42, August 2008

In This Issue:

SIGGRAPH and NVISION 2008 arrive this month! NVIDIA will be presenting new products, ideas, and partners across the entire range of computer experience, from astrophysics to attacking aliens.

Special NVISION reminder: the next generation Quadro special offer ends Friday, August 18th!


NVIDIA Developer Workshop at NVISION 2008 Adds Events

Developer Workshop at NVISION 2008

NVISION 2008 is coming to San Jose, California, August 25-27 -- a 55-hour, jaw-dropping, soul-jolting, visual feast that will overwhelm your senses and leave you wanting more.

Aside from amazing keynotes from industry luminaries and an expo hall featuring leading visual computing companies, the Professional Developer Program will bring together 77 Hours of sessions on new technologies -- some never presented before anywhere -- into a single unified venue for the first time.

NVISION 2008
NVIDIA Quadro Board
and Shader Debugger
Special Offer

Register for a Full Conference registration package (US$995) at NVISION 08 before August 18, 2008 and qualify to receive a complimentary next-generation NVIDIA® Quadro® FX high-end professional graphics board, valued at US$1999 MSRP -- and a 50% discount on our new NVIDIA Shader Debugger.

Click here for all the details:

URL: http://www.nvision2008.com/promo.cfm

Technical Session Invitation and Program Listing (PDF, ~300kb).

New Events Added:

Emerging Companies Summit
Graphics processors now help power applications such as Google Earth, 3D web applications and user interfaces, HD video playback, virtual worlds, and other lifestyle and web applications. In addition, GPUs are no longer needed just for graphics. They are now designed and used to accelerate high-performance computing applications ranging from financial market analyses, electromagnetic simulations, oil and gas exploration, and other scientific calculations.
The Emerging Companies Summit will showcase innovative companies who contribute to the broader ecosystems of visual and high performance computing. The event is sponsored by Cooley Godward Kronish, Ernst & Young, Morgan Stanley, RR Donnelley, and Sutter Hill Ventures and will be held at NVISION® 08.
Bundle Conference: NVIDIA's Second Bundle Event
The world's leading graphics cards makers, desktop and notebook PC makers, etailers and retailers are eager to learn how they can use "The Way It's Meant To Be PlayedTM" games to help market and sell their GeForce powered hardware. They have requested the opportunity to meet with you, the world's leading game publishers and developers, to learn about your new titles for 2HY 2008 and 1HY 2009.
Rather than run a series of presentations, you asked that we focus our next event on the chance to meet one-on-one with each other. So for NVISION this will be a "Bundle Hour" (that actually lasts for 2 hours) which starts at 4PM at the The Sainte Claire Hotel in San Jose.
Software developers should confirm your attendance and willingness to meet with the world's leading resellers and OEMs to Dave Edwards at NVIDIA via BundleEvent@nvidia.com. Attendees will be asked to wear clear name badges to facilitate easy introduction and there will be tables and seating for private discussion
Confirmed Guests at the Bundle Event Include:
  • Acer
  • ASUS
  • Biostar
  • Buy.com
  • CyberPower
  • Dell
  • EVGA
  • GIGABYTE
  • iBUYPOWER
  • Microcenter
  • MSI
  • NewEgg
  • TigerDirect/CompUSA
RSVP Today!

Besides the Developer Workshop itself, while in your "off duty" hours at NVISION you can also compete for hundreds of thousands of dollars in cash and prizes at the GeForce LAN, the legendary LAN party five years in the making; or enjoy NVScene, an unprecedented largest-ever gathering of creative minds in demoscene, machinima, game modding, and digital art on US soil.

NVISION Technical Program

The NVIDIA Developer Workshop features numerous technical sessions. Here's a list of those we've chosen with special interest to game developers. For a full list, click here.

Mobile Visual Computing
Mike Rayfield, NVIDIA
The Future of Rendering
Rolf Herken, mental images
Game Physics: The Next Frontier
Manju Hegde, NVIDIA
High Performance Computing
David Kirk, NVIDIA
Unreal Engine 3: Features and Tools Demo
Tim Sweeney, Epic Games
Developer Tools Showcase
Randy Fernando, NVIDIA
The New "X" Factor: An Introduction to NVIDIA PhysX
James Dolan, Adam Moravansky, and Bob Whitecotton, NVIDIA
mental mill & MetaSL: Advances in GPU Shader Authoring
Rolf Berteig, mental images
The Art of PhysX: A Guide to Game Creativity
Dane Johnston, Monier Maher, and David Schoemehl, NVIDIA
Beautiful Women of the Future
Kevin Bjorke, NVIDIA
Shape of Things to Come: Next-Gen Physics Deep Dive
Bruno Heidelberger, Simon Schirm, NVIDIA
Introduction to DirectX 11
Kev Gee, Microsoft
Life on the Bleeding Edge: More Secrets of the NVIDIA Demo Team
Eugene d'Eon, NVIDIA
Advances in Shader Writing with mental ray
Andy Kopra, mental images
mental images 3D Web Services Platform: RealityServer
Ludwig von Reiche, mental images
Easy Immersion with NVIDIA 3D Stereo
Slava Gostrenko, NVIDIA
Interactive Raytracing with CUDA (New Addition!)
David Leubke and Steven Parker, NVIDIA

Follow this link for registration and schedule info.

URL: http://www.nvision2008.com/Professionals/game.cfm

NVIDIA at SIGGRAPH 2008: Talks, Films, and More

NVIDIA GPU Hair Physics NVIDIA Interactive Ray Tracing NVIDIA GPU Tesselation in Direct3D 11

Visit NVIDIA on the Siggraph Exhibition Floor: Booths #554 and 655. Come by to see the latest (and upcoming) Products and Professional Tools from NVIDIA and our partners. You'll also find NVIDIA technology in the booths of several other companies (ncluding a few introducing their new products at SIGGRAPH).

NVIDIA's Film Nominee: Tim Heath's short film "The Plush Life", made at NVIDIA and rendered entirely in NVIDIA Gelato, can be seen in this year's Competition Screenings at Siggraph 2008, and is a nominee for the Jury Prize. Go Tim!

Meet the NVIDIA Developer Tools Team: Members of the NVIDIA Developer Tools team will be on-hand to demonstrate and discuss NVIDIA’s graphics tools, including PerfHUD 6, FX Composer 2.5, and the new Shader Debugger at the following times at the NVIDIA Meeting Room (#655), just across from the NVIDIA booth on the exhibition floor:

  • Tuesday, August 12: 1:30 – 2:30 pm
  • Wednesday, August 13: 2:00 – 3:00 pm
  • Thursday, August 14: 2:00 – 3:00 pm

NVIDIA GeForce GTX 280NVIDIA Tech Presentations: This year's SIGGRAPH will again see NVIDIA presenting leading-edge development work on topics ranging from character animation, rendering, CUDA High-Performance Computing, Interactive ray tracing, and more. NVIDIA will be presenting a special full day of technical talks on Wednesday, August 13th, 2008 in Room 405 of the Los Angeles Convention Center; two separate talks as part of the standard SIGGRAPH programming; and we'll be involved throughout SIGGRAPH and the associated graphics symposia.

During the NVIDIA tech talks on Wednesday, we'll also be giving away prizes to attendees at each talk, including new GeForce GTX 280 graphics cards -- the ultimate SIGGRAPH souvenirs. Giveaways will happen at each of the following tech talks:

Next-Generation Hardware Rendering of Displaced Subdivision Surfaces
9:00 – 10:00 am, Wednesday, August 13, Room 405
Ignacio Castaño, NVIDIA Corporation
In this talk we will provide an overview of the next-generation tessellation pipeline and its motivation. Our focus will be on one of the primary applications: rendering of displaced subdivision surfaces, which dramatically increases the realism of animated characters. We will also show how to adapt your production pipelines in order to create compelling content that takes advantage of this innovative rendering model.
Real-Time Rendering of Realistic Hair
10:15 – 10:45 am, Wednesday, August 13, Room 405
Sarah Tariq, NVIDIA Corporation
Simulating and rendering realistic hair with tens of thousands of strands is something that until recently was prohibitively expensive for real-time use. In this session, we will discuss how to render realistic hair with high geometric complexity in real-time on the GPU. Amongst other things we will cover efficient creation and rendering of high amounts of geometry for hair (essential for creating realistic hair especially when in motion), shading, self-shadowing, level of detail, and important performance optimizations. We will also talk about how to use next-generation hardware tessellation to make creating and rendering hair much more intuitive and efficient.
Adaptive Terrain Tessellation on the GPU
10:45 – 11:15 am, Wednesday, August 13, Room 405
Iain Cantlay, NVIDIA Corporation
Next-generation techniques implement highly-programmable tessellation entirely on the GPU. We explain how tessellation can be applied to terrain rendering with displacement mapping. Our tessellation scheme is adaptive, with the polygon LOD varying as a function of terrain roughness and also with view-dependent silhouette detection.
Getting Physical:
  Solutions and Case Studies for Creating Scalable PhysX Content

11:30 am – 12:30 pm, Wednesday, August 13, Room 405
Monier Maher, NVIDIA Corporation
Using physical simulation in applications takes their level of immersion to new heights. NVIDIA’s PhysX enables developers to add an unprecedented number of physical objects into scenes while maintaining high performance. This talk will feature the latest PhysX features and tools as well as real case studies that highlight common challenges and solutions.
A New Generation of Performance Analysis and Shader Authoring Tools
2:00 – 3:00 pm, Wednesday, August 13, Room 405
Jeffrey Kiel and Christopher Maughan, NVIDIA Corporation
This talk covers the latest releases of NVIDIA's popular PerfKit and FX Composer software products, as well as the brand-new NVIDIA Shader Debugger. First, learn how to extract maximum GPU performance using PerfHUD 6.0 (for real-time debugging and profiling - with tons of powerful new features), GLExpert (for OpenGL debugging), and PerfSDK (an API for accessing GPU performance counters).
Next, see how FX Composer 2.5 and the Shader Debugger can make shader authoring, profiling, and debugging a breeze for programmers, artists, and technical directors. This session showcases new features such as a source-level shader debugging for Cg and HLSL10 shaders, Direct3D 10 support (including geometry shaders, stream out, and texture arrays), visual models & styles, particle systems, a revamped user interface, and much more.
CUDA: The Democratization of Parallel Computing
3:45 – 4:45 pm, Wednesday, August 13, Room 405
Paulius Micikevicius, NVIDIA Corporation
Massively parallel computing, once the domain of supercomputers, is now widely accessible in the form of millions of CUDA-enabled GPUs. These GPUs are fully programmable, support tens of thousands of concurrent threads, and have accelerated computations in a variety of disciplines by up to 2 orders of magnitude.
We will provide an overview of the newest GPU architecture, the CUDA programming model, and latest development tools. CUDA enables efficient implementation of parallel algorithms by providing a small set of readily understood extensions to the C/C++ languages, eliminating the need to learn a new language. Development is facilitated by insightful profiling and debugging tools. Since the GPU is the only widely available commodity "manycore" chip, we will explore it as a research platform for parallel programming and architecture.
Interactive Ray Tracing with CUDA
5:00 – 6:00 pm, Wednesday, August 13, Room 405
David Luebke and Steven Parker, NVIDIA Corporation
Ray tracing has long been associated with high-quality graphics, but it has not been suitable for interactive use. With CUDA and an NVIDIA GPU, it is now possible to ray trace reflections from curved surfaces, refractions, and accurate shadows. By combining these effects with rasterization to efficiently compute viewing ray intersections, accurate inter-reflections and other effects can be achieved at high resolutions and frame rates.

In addition, NVIDIA will be participating in these standard-program talks:

Image-Space Horizon-Based Ambient Occlusion
3:45 - 5:30 pm, Wednesday, August 13, Room 502B
Louis Bavoil, Miguel Sainz, and Rouslan Dimitrov, NVIDIA Corporation
Ambient occlusion is a lighting model that approximates the amount of light reaching a point on a diffuse surface based on its directly visible occluders. It provides a soft shadow appearance which enhances depth perception and spatial relationship between objects. In this talk, we will present a new algorithm for rendering ambient occlusion as a post-processing pass by sampling a depth buffer and its associated normal buffer. We will discuss how to integrate this approach in real-time engines as well as provide performance analysis.
Real Time Hair Simulation and Rendering on the GPU
1:45 - 3:30 pm, Thursday, August 14, Room 502B
Sarah Tariq and Louis Bavoil, NVIDIA Corporation
Simulating and rendering realistic hair with tens of thousands of strands is something that until recently was not possible in real time. In this talk we present a method for simulating and rendering realistic hair in real time using the power and programmability of modern GPUs (Graphics Processing Units). Our method utilizes new features of graphics hardware (including Stream Output, Geometry Shader and Texture Buffers) that make it possible for all simulation and rendering to be processed on the GPU in an intuitive manner, with no need for CPU intervention or read back. In addition, we propose fast new algorithms for inter-hair collision, and collision detection and resolution of interpolated hair.

URLs:
http://developer.nvidia.com/object/siggraph-2008.html
http://www.siggraph.org/s2008/
http://www.siggraph.org/s2008/attendees/techtalks/sessions.php

NVSG: NVIDIA Scene GraphNVSG (NVIDIA Scene Graph) 4.0.6.0.7 Update

NVSG, the NVIDIA Scene Graph, has just been updated with better tracking, occlusion culling, and an updated "VisSim" complete sample application.

The NVIDIA Scene Graph Software Development Kit (NVSG SDK) is an object-oriented programming library for creating scene graph-based applications -- the NVSG is built from the ground up for modern computer systems, rather than as a hacked reqorking of 1980's workstation code. It supports CgFX, volume rendering, and is packaged with multiple usage samples.

URL: http://developer.nvidia.com/object/nvsg_home.html

NVIDIA and The Game Creators PhysX Demo Contest

http://physxcomp.thegamecreators.com/ is the address you'll need to try your hand at the Game Creators/PhysX demo competition. Software and assets are provided free and prizes are to be supplied by ASUS and EVGA.

The new competetion is really two contests in one: both a challenge to create new demos for specific features of the NVIDIA PhysX toolkit running within The Game Creator's Dark Physics software, and also a challenge to create an "Über demo" with the simple criterion: knock our socks off!

The initial proposal deadline has already passed bu there's still time to create an uber demo, with a closing deadline of August 31st. See here for all the details, and here for downloadable software (including a complete Dark Physics package) and freely-available media files that you may use (or not) to build your winning demo!


Video: A Quick Dark Physics How-To

URLs:
http://physxcomp.thegamecreators.com/
http://physxcomp.thegamecreators.com/details.html
http://physxcomp.thegamecreators.com/downloads.html
http://www.youtube.com/v/8uTBHyC4f94

'post_godrays' is one of several new sample shaders available in CgFX and HLSL formsNVIDIA Shader Library Updates and Additions

Along with "last month's update to NVIDIA's Shader Authoring Tools, The NVIDIA Shader Library has also been updated, with new samples and broad revisions across the board for both OpenGL, DirectX9, and DirectX 10 users.

  • Support for DirectX 10's new Shader Model 4 and "technique10" format is provided for many HLSL effects.
  • Vertex and pixel (fragment) functions have been re-written to explicitly pass "global" effect properties as formal parameters -- this makes it much simpler for developers to copy-and-paste shader code back and forth between the shader library and "real world" shaders in running games.
  • Extra macros for support of DCC apps such as 3DSMax, XSI, and game 3D engines like Torque and OGRE have been provided to HLSL effects.
  • Support has been added for object-space lighting -- a simple macro change is all that's required.
  • Support for COLLADA shared-surface shadowing has been expanded.
  • New shaders like "post_godrays" (pictured above).

Users of engines like Torque Game Engine Advanced and OGRE 3D were key voices in the changes relating to global variables, macros, and object-space lighting -- these options were specifically added to make life simpler for you.

URL: http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html

'durer.cgfx' from the NVIDIA Shader LibraryCg 2.1 Beta Adds Direct3D 10 Support

The Cg Toolkit Beta 2.1 is now available -- this new version adds Cg translation support to HLSL10 for Cg usage in Direct3D 10, while maintaining complete code compatability with all previous profiles for DirectX and Open GL on a wide variety of platforms.

The components of the Cg Toolkit include:

  • NVIDIA Cg Compiler Release 2.1
  • Cg/CgFX Runtime libraries for OpenGL and Direct3D
  • Cg User's Manual
  • Documentation for the Cg Language Specification, runtime APIs, Cg standard library, CgFX states, and the Cg profiles.
  • Cg example programs

Cg 2.1 supports a broad range of desktop operating systems (Windows 2000, XP, Vista, Mac OS X for Tiger and Leopard, 32-bit and 64-bit x86 Linux, and x86 Solaris) so your shader-enabled applications can use the same shaders no matter your choice of operating system or graphics API.

URL: http://developer.nvidia.com/object/cg_2_1_beta.html

GPU Gems 2 OnlineGPU Gems 2 Continues in Online Serialization

As we announced in the May Newsletter, NVIDIA, in conjunction with publisher Addison-Wesley, has been making some of the very best GPU information and documentation available online -- for free!

Here are the chapters serialized since our last update:

Prefer a printed copy for your desk? Newsletter readers can purchase beautifully printed versions of all our books at a 30% discount, courtesy of InformIT and Addison-Wesley. Just follow this link.

URLs:
http://http.developer.nvidia.com/GPUGems2/gpugems2_part01.html
http://www.informit.com/promotion/136275


This month we're skipping the developer survey in favor of of giving away even more NVIDIA-powered graphics cards to developers right on the spot at SIGGRAPH. See you in Los Angeles!


Curious about Previous NVIDIA Developer Newsletters? Try these:
Issue 41: July 2008
Issue 40: June 2008
Issue 39: May 2008
Issue 38: GDC 2008

If you prefer not to receive the NVIDIA Developer Newsletter in the future, please unsubscribe at http://lyris01.nvidia.com/devRelRegister/frmOptOut.asp.

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.

© 2008 NVIDIA Corporation

NVISION2008.COM




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