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Last Updated: 07 / 28 / 2005

NVIDIA at SIGGRAPH 2005

NVIDIA will be participating in and sponsoring a number of different sessions and other events at SIGGRAPH 2005. These sessions and events are listed below for your convenience.

EXHIBITOR TECH TALKS

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.

NVPerfHUD.jpgGPU Rendering Analysis and Performance Tools
NVIDIA Developer Technology Engineers

Thursday, August 4, 10 am - noon
Room 404A

Finding and addressing GPU performance bottlenecks can be a challenging proposition. Leveraging our intimate knowledge of the GPU and driver, NVIDIA has developed an arsenal of performance tools that expose critical performance metrics, giving you the insider's edge. This talk covers performance analysis methodology using these latest analysis and optimization tools, including brand-new resources for OpenGL and Direct3D programmers in the form of NVPerfKit, and further extensions to make NVPerfHUD even more powerful.

luna_small.jpgGPU Programming Exposed: The Naked Truth Behind NVIDIA's Demos
NVIDIA Developer Technology Engineers

Thursday, August 4, 1 - 3 pm
Room 404A

This talk presents a cutting-edge collection of techniques and visual effects from NVIDIA that give you the knowledge you need to push the visual limits of your projects. Exclusively, for the first time ever, go behind the scenes of the latest stunning real-time effects as the NVIDIA demo team dissects their most recent demo suite, including real-time translucency, improved skin and hair rendering, innovative dynamic lighting effects, shadowing techniques, and much more. Next, programmers and 3D artists alike learn how to create real-world implementations of GPU effects for gaming, CAD, and image processing.

hands1.jpg hands2.jpg hands3.jpg hands4.jpg

Sony Computer Entertainment Exhibitor Tech Talk:
COLLADA: An Open Digital Asset Exchange Schema for the Interactive 3D Industry

Sony Computer Entertainment and Christopher Maughan, NVIDIA Corporation

Wednesday, August 3, 1 - 3 pm
Hall J, Room 1

A lot has happened with COLLADA since its introduction at SIGGRAPH 2004. COLLADA has grown stronger in usability, quality, and feature-set. This year, we will talk about the conformance test suite, the COLLADA API, the enhanced exporters and importers, new features, and in particular: COLLADA FX, a cross-platform (Cg, CgFX, GLSL, HLSL, FX) shader effects format.

PCSS_Large_Frame.jpg

SKETCHES

Percentage-Closer Soft Shadows
Randima Fernando, NVIDIA Corporation

"GPU Rendering Tricks" Session, Thursday, August 4, 10:30 am - 12:15 pm
Room 515A

A new method for perceptually correct soft-shadow rendering that is easy to integrate, robust, and runs interactively on consumer graphics hardware.

Flame_Large_Frame.jpgGPU-Accelerated Iterated Function Systems
Simon Green, NVIDIA Corporation

"GPU Programming" Session, Thursday, August 4, 1:45 pm - 3:30 pm
Room 515A

This sketch describes GPUflame, an application that generates high-quality renderings of iterated function system fractals using GPU hardware to accelerate both the computation and display of the final images.

Cloth Simulation on the GPU
Cyril Zeller, NVIDIA Corporation

Cloth_Large_Frame.jpg"Capture and Simulation of Cloth" Session, Thursday, August 4, 1:45 pm - 3:30 pm
Petree Hall C

A robust method to simulate cloth on any GPU supporting Shader Model 3. Because it is geared toward performance and visual realism, it is suitable for virtual reality and games.

COURSES

Course #19 -- Performance OpenGL: Platform Independent Techniques 
Tom True, NVIDIA Corporation (and others from universities and industry)
Monday, August 1, Half Day, 8:30 am - 12:15 pm
Room 502B

OpenGL performance analysis, tips, and techniques to help programmers write better OpenGL programs regardless of their development platform. Topics include: the causes of and solutions to performance problems in OpenGL programs, techniques for organizing data, and how advanced OpenGL features can make OpenGL programs run faster.

Course #37 -- GPU Shading and Rendering 
Larry Gritz and Mark Kilgard, NVIDIA Corporation (and others from leading universities)
Tuesday, August 2, Full Day, 8:30 am - 5:30 pm
Room 515A

Real-time programmable shading can now be experienced everywhere from game consoles to the highest-end PCs. This updated course brings together leading researchers from industry and academia to present the foundations of hardware shading, the latest developments, and how shading hardware is increasingly used for non-real-time rendering.

Course #39 -- GPGPU: General-Purpose Computation on Graphics Hardware 
Mark Harris, Ian Buck, and Tim Purcell, NVIDIA Corporation (and others from industry)
Wednesday, Full Day, 8:30 am - 5:30 pm
Room 515A

Recent advances in graphics processor (GPU) technology have transformed GPUs into powerful engines capable of a variety of computations beyond computer graphics. This course presents a detailed introduction to general-purpose computation on graphics hardware (GPGPU), with emphasis on core computational building blocks ranging from linear algebra to database queries.

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