| Session/Talk Title |
English |
Multimedia |
Description |
| Volume Rendering for Games |
PDF |
Streaming
Archive (ZIP) |
All about efficient volume rendering and ideas for applying it to games. |
|
Percentage-Closer Soft Shadows
* Highest quality movie |
PDF |
Streaming
Archive (ZIP) |
Shadow map-based soft shadows with correct perceptual cues such as penumbras that harden on contact. |
| All About SLI |
PDF |
Streaming
Archive (ZIP) |
Background on SLI and how it works, as well as tips on how to get the most out of it. |
| Introduction to Wireless Media Processors (WMPs) |
PDF |
Streaming
Archive (ZIP) |
An introduction to the world of Wireless Media Processors (WMPs). |
Coming to a Pixel Near You: Mobile 3D Graphics on the GoForce WMP |
PDF |
Streaming
Archive (ZIP) |
All about the GoForce 3D 4500 and 4800 Wireless Media Processors (WMPs). |
| The NVIDIA Performance Analysis Tools |
PDF |
Streaming
Archive (ZIP) |
An overview of current and upcoming performance tools. |
|
Pipeline Integration with FX Composer |
PDF |
Streaming
Archive (ZIP) |
How to make the most of FX Composer 1.6, including DXSAS, plugins, and scripting. Also includes a preview of FX Composer 2. |
|
Creating Real Shaders with FX Composer
|
PDF |
|
A variety of useful techniques and shaders for real-world applications. |
|
The NVIDIA Developer Toolkit |
PDF |
|
An overview of the NVIDIA Developer Toolkit, which includes numerous tools, SDKs, sample shaders, and more. |
GPU Gems 2 Showcase: Per-Pixel Displacement Mapping with Distance Functions |
PDF |
Streaming
Archive (ZIP) |
A new technique for high quality and efficient emulation of displacement mapping while rendering just a single quad. |
GPU Gems 2 Showcase: Terrain Rendering Using GPU-Based Geometry Clipmaps |
PDF |
Streaming
Archive (ZIP) |
A GPU-accelerated technique for efficient terrain rendering. |
GPU Gems 2 Showcase: Dynamic Ambient Occlusion and Indirect Lighting |
PDF |
Streaming
Archive (ZIP) |
How to compute ambient occlusion efficiently using the GPU, and how to apply it to indirect lighting computations. |