
Last Updated:
07
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21
/
2006
GPU Jackpot 2004 Presentations
This page lists the presentations from our sessions at GPU Jackpot 2004. For each talk, we provide slides in PDF format, along with a brief description (helpful for talks with titles that aren't quite self-explanatory). Please note that images have been compressed to reduce file sizes.
You can select individual presentations to download below, or get them all in one convenient ZIP file.
Back to Recent Conference Presentation Index
PROGRAMMING TRACK
| Session/Talk Title |
English |
Description |
| GPU Performance Tools and Analysis Techniques |
PDF |
An overview of NVIDIA's GPU Performance tools and bottleneck analysis methodology. |
| Shader Model 3.0 |
PDF |
An overview of the GeForce 6 Series Shader Model 3.0 features. |
| FX Composer Overview |
PDF |
An introduction to the FX Composer shader authoring and profiling tool. |
| General Performance |
PDF |
General performance guidelines to get the most out of your GPU. |
| SLI & Stereo |
PDF |
All about using NVIDIA's SLI and stereo technologies. |
| High Dynamic Range |
PDF |
How high dynamic range rendering works. |
| Pump Up Your Pipeline with NVIDIA Developer Tools |
PDF |
How NVIDIA Developer Tools can help you with your projects. |
| Shadow Mapping Techniques |
PDF |
All about shadow mapping and recent real-time improvements. |
| HLSL Cinematic Effects |
PDF |
Techniques from cinema that can be leveraged in games. |
ART TRACK
| Session/Talk Title |
English |
Description |
| Secrets of the NVIDIA Demo Team |
PDF |
A look at the techniques used in many of the recent NVIDIA demos. |
| Modeling and Texturing |
PDF |
Principles of high quality modeling and texturing. |
| Guide to the NVIDIA Art Tools |
PDF |
An overview of the tools NVIDIA provides for art pipelines. |
| Pump Up Your Pipeline with NVIDIA Developer Tools |
PDF |
How NVIDIA Developer Tools can help you with your projects. |
| HLSL Cinematic Effects |
PDF |
Techniques from cinema that can be leveraged in games. |