 |
 | Fast Texture Downloads and Readbacks using Pixel Buffer Objects in OpenGL | | 9/28/2005 | Performance
,
Programming Techniques |   |
 |
 | GDCE 2005 Presentations | Presentations from GDCE 2005. | 9/7/2005 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | Iron Developer 2005 Presentations | Presentations from Iron Developer 2005 at CEDEC 2005 | 9/7/2005 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | SIGGRAPH 2005 Presentations | Presentations from SIGGRAPH 2005 | 8/10/2005 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | Perfect Kitchen Art 2005 Presentations | Presentations from Perfect Kitchen Art 2005 in Beijing, China. | 8/2/2005 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | I3D 2005 Presentations | Presentations from I3D 2005 (the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games) | 4/11/2005 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | NVIDIA GPU Programming Guide | The NVIDIA GPU Programming Guide provides useful advice on how to identify bottlenecks in your applications, as well as how to eliminate them by taking advantage of the Quadro FX, GeForce 7 Series, GeForce 6 Series, and GeForce FX families' features. | 11/16/2004 | Architecture
,
Performance
,
Programming Techniques |   |
 |
 | GPU Jackpot 2004 Presentations | Presentations from GPU Jackpot 2004 | 11/2/2004 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | Eurographics 2004 Presentations | Presentations from Eurographics 2004 | 9/9/2004 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | GPU BBQ 2004 Presentations | Presentations from GPU BBQ 2004 | 9/9/2004 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | China 2004 Presentations | Presentations from Perfect Kitchen Art 2004 in China. | 9/9/2004 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | SIGGRAPH 2004 Presentations | Presentations from SIGGRAPH 2003 | 8/18/2004 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | NVPerfHUD | Learn about NVPerfHUD, a tool that helps you to monitor and analyze Direct3D application performance in real time. | 7/9/2004 | Performance
,
Programming Techniques |   |
 |
 | Presentations from 6800 Leagues Under the Sea | Presentations from 6800 Leagues Under the Sea | 7/9/2004 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | Best Practices for Shader Model 3.0 | How to use new Shader Model 3.0 features effectively.
| 7/9/2004 | Performance
,
Programming Techniques |   |
 |
 | NVIDIA SLI | NVIDIA SLI main page. | 6/28/2004 | Performance
,
Architecture |   |
 |
 | GDC 2004 Presentations | Presentations from the Game Developers Conference 2004 | 3/29/2004 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | Practical Performance Analysis and Tuning | An overview for performance tuning, including advice for current and future GPUs. | 3/24/2004 | Performance |   |
 |
 | Optimization for DirectX 9 Graphics | Techniques to improve your GPU performance. | 3/22/2004 | Performance |   |
 |
 | GDC 2005 Presentations | Presentations from the 2005 Game Developers Conference. | 3/15/2004 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | Presentations | Recent presentations at developer events and conferences. | 2/18/2004 | Performance
,
Architecture
,
Effects
,
Programming Techniques
,
Art Assets |   |
 |
 | ChinaJoy 2004 Presentations | Presentations from ChinaJoy 2004 | 2/12/2004 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | Graphics Performance Optimization | An overview of the graphics pipeline from a performance standpoint, as well as how to find and resolve performance bottlenecks. | 1/31/2004 | Performance |   |
 |
 | AGDC 2003 Presentations | Presentations from AGDC 2003 | 1/27/2004 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | GPU Gems 2 | GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation is hard bound, approximately 880 pages, and in full color throughout, with over 300 diagrams and screenshots. It was a 2005 Game Developer Magazine Front Line Award finalist in 2005, and was the best-selling book at GDC 2005. | 1/18/2004 | Art Assets
,
Architecture
,
Performance
,
Effects
,
Programming Techniques |   |
 |
 | General FAQ | A useful collection of frequently asked questions. | 10/24/2003 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | Iron Developer 2004 Presentations | Presentations from Iron Developer 2004 at CEDEC 2004 | 10/15/2003 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | GPU BBQ 2004 | Presentations from GPU BBQ 2004 developer event. | 10/15/2003 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | European Developers Forum 2004 Presentations | Presentations from the European Developers Forum 2004. | 10/15/2003 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | XGDX 2003 Presentations | Presentations from XGDX 2003 | 10/8/2003 | Performance
,
Programming Techniques |   |
 |
 | GDCE 2003 Presentations | Presentations from GDCE 2003 | 9/16/2003 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | SIGGRAPH 2003 Presentations | Presentations from SIGGRAPH 2003 | 9/4/2003 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | GDC 2003 Presentations | Presentations from GDC 2003. | 9/4/2003 | Effects
,
Programming Techniques
,
Performance
,
Architecture |   |
 |
 | The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics | The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics is a great way to learn about the modern 3D graphics pipeline, shading languages, and the Cg language in particular. This page includes purchasing information, online versions of the book's CD content, supplementary content, and more. | 3/11/2003 | Programming Techniques
,
Architecture
,
Performance
,
Effects |   |
 |
 | The Cg Tutorial Book | The Cg Tutorial, published in March 2003, explains how to implement both basic and advanced techniques for today's programmable GPU architectures. | 12/20/2002 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | Memory Management with VAR | This demo illustrates how to implement a simple memory manager for the GL_NV_vertex_array_ range and GL_NV_fence extensions. | 5/8/2002 | Performance
,
Programming Techniques |   |
 |
 | GDC2002 -- DirectX8 Performance | This presentation covers improving performance in Direct3D 8. | 3/27/2002 | Performance |   |
 |
 | GDC2002 -- Balancing the Rendering Pipeline | This presentation covers extracting maximum performance from the various parts of the rendering pipeline. | 3/27/2002 | Performance |   |
 |
![]() | Frequently Asked GeForce3 Questions | Frequently asked questions about programming for GeForce3, with a decidedly DirectX 8 slant. Some of the information is API agnostic but, where applicable, specifics will be given with regard to DirectX 8. | 8/12/2001 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | Using Vertex Array Range and Fences | This paper describes the use of the vertex array range and fence OpenGL extensions on GeForce based GPUs. This technique yields much improved geometry performance. | 8/1/2001 | Performance |   |
 |
 | Japanese Presentations, June 2001 | These two archives contain all lecture and supplemental materials translated into Japanese for NVIDIA's June 2001 Japan Iron Chef developer workshop event. Special thanks go to Saito Michio and Silicon Studio, Japan, for the excellent translations and assistance for the event. | 6/27/2001 | Performance
,
Architecture
,
Effects
,
Programming Techniques |   |
 |
 | GDC 2001 -- OpenGL Performance | This presentation covers performance issues in OpenGL. | 3/23/2001 | Performance |   |
 |
 | GDC 2001 -- Optimization in DX8 | This presentation covers optimization techniques to get the most out of your D3D8 apps. | 3/23/2001 | Performance |   |
 |
 | OpenGL SDK Documentation | This includes powerpoint presentations and whitepapers on the OpenGL SDK. | 3/9/2001 | Performance
,
Effects
,
Programming Techniques |   |
 |
 | VAR/Fence: Using Vertex Array Range and Fences | This presentation details the vertex array range and fence extensions, which are necessary to obtain maximum performance on NVIDIA GPUs. | 3/6/2001 | Performance
,
Programming Techniques |   |
 |
 | The Efficient Use of Vertex Buffers | This paper discusses vertex buffer performance issues in-depth and covers common problems along with their solutions. | 11/1/2000 | Performance
,
Programming Techniques |   |
 |
 | Optimizing for Hardware Transform and Lighting | A presentation given by Sim Dietrich at this year's Xtreme Game Developers Conference. | 10/9/2000 | Performance |   |
 |
 | Top 5 Things That Kill Performance Under DX7 | This document covers five common mistakes and pitfalls that kill performance under DX7. | 6/26/2000 | Performance |   |
 |
 | Hardware Transform and Lighting | A presentation from GDC2000 on using and optimizing for hardware transform and lighting. | 6/12/2000 | Performance
,
Architecture |   |
 |
 | DX7 Optimization | A presentation from GDC2000 on optimizing DX7 apps. | 6/12/2000 | Performance |   |
 |
 | Maximizing OpenGL Performance | Getting the most out of the GeForce 256 and Quadro under OpenGL | 3/17/2000 | Performance |   |
 |
 | GeForce3 OpenGL Performance | This presentation covers all aspects of OpenGL performance with respect to GeForce3. | 3/6/2000 | Performance |   |
 |
 | Optimizing Direct3D for the GeForce 256 | Covers hardware T&L, vertex buffers, dynamic geometry, and other stuff. | 1/3/2000 | Performance |   |
 |
 | Fast Math Routines | A collection of good fast math routines including a fast table-based square root, and FloatToInt(). Never cast with (int) unless you understand why you shouldn't!! | 12/1/1999 | Performance |   |
 |
 | Vertex Cache Optimization | Summer Camp 99 | 11/12/1999 | Performance
,
Architecture |   |
 |
 | Hardware Transform and Lighting | Summer Camp 99 | 11/12/1999 | Performance
,
Architecture |   |
 |
 | Maximizing Texture Performance | Maximizing Texture Performance Sim Dietrich GDC 99 | 11/3/1999 | Performance |   |
 |
 | High Performance Direct3D | High Performance D3D Richard Huddy GDC 99 | 11/3/1999 | Performance |   |