|
Session/Talk Title |
Description |
| Introduction to the Hardware Graphics Pipeline |
Introduces the concept of real-time graphics, the GPU, where a GPU fits into a PC's architecture, and covers the evolution of GPUs over time. |
| Programming the GPU: High-Level Shading Languages |
Discusses the evolution of GPU programming models, culminating in the development of high-level shading languages such as HLSL, GLSL, and Cg. |
| NVIDIA Developer Tools Overview |
A quick overview of NVIDIA's diverse set of tools, SDKs, and books to help graphics developers. |
| Per-Pixel Displacement Mapping with Distance Functions |
A new technique for high quality and efficient emulation of displacement mapping while rendering just a single quad, as presented in GPU Gems 2. |
|
Percentage-Closer Soft Shadows - Movie (3 MB .WMV)* - Movie (23 MB .AVI) - Movie (33 MB .MPG) - FX Composer Package - Shader (.fx)
* Highest quality movie |
Shadow map-based soft shadows with correct perceptual cues such as penumbras that harden on contact. |
| General-Purpose Computation Using Graphics Hardware |
Covers some of the new applications of GPUs in non-graphics scenarios, and how mapping problems to the GPU can result in dramatic performance increases. |
|
Cloth Simulation - Movie (13 MB .WMV)* - Movie (31 MB .MPG)
* Highest quality movie |
How to simulate cloth on the GPU, including the ability to cut and manipulate it. |