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Performance Documents Sorted by Last Update

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NameDescriptionUpdatedTypeMinimum GPU
pdf fileFast Texture Downloads and Readbacks using Pixel Buffer Objects in OpenGL9/28/2005Performance ,
Programming Techniques
GDCE 2005 PresentationsPresentations from GDCE 2005.9/7/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
Iron Developer 2005 PresentationsPresentations from Iron Developer 2005 at CEDEC 20059/7/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
SIGGRAPH 2005 PresentationsPresentations from SIGGRAPH 20058/10/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
Perfect Kitchen Art 2005 PresentationsPresentations from Perfect Kitchen Art 2005 in Beijing, China.8/2/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
I3D 2005 PresentationsPresentations from I3D 2005 (the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games)4/11/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
NVIDIA GPU Programming GuideThe 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. 11/16/2004Architecture ,
Performance ,
Programming Techniques
GeForce FX
GPU Jackpot 2004 PresentationsPresentations from GPU Jackpot 200411/2/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Eurographics 2004 PresentationsPresentations from Eurographics 20049/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
GPU BBQ 2004 PresentationsPresentations from GPU BBQ 20049/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
China 2004 PresentationsPresentations from Perfect Kitchen Art 2004 in China.9/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
SIGGRAPH 2004 PresentationsPresentations from SIGGRAPH 20038/18/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
NVPerfHUDLearn about NVPerfHUD, a tool that helps you to monitor and analyze Direct3D application performance in real time.7/9/2004Performance ,
Programming Techniques
GeForce 6 Series
Presentations from 6800 Leagues Under the Sea Presentations from 6800 Leagues Under the Sea7/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Best Practices for Shader Model 3.0 How to use new Shader Model 3.0 features effectively.
7/9/2004Performance ,
Programming Techniques
GeForce 6 Series
NVIDIA SLINVIDIA SLI main page.6/28/2004Performance ,
Architecture
GDC 2004 PresentationsPresentations from the Game Developers Conference 20043/29/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Practical Performance Analysis and TuningAn overview for performance tuning, including advice for current and future GPUs.3/24/2004PerformanceGeForce FX
Optimization for DirectX 9 GraphicsTechniques to improve your GPU performance.3/22/2004PerformanceGeForce FX
GDC 2005 PresentationsPresentations from the 2005 Game Developers Conference.3/15/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
PresentationsRecent presentations at developer events and conferences.2/18/2004Performance ,
Architecture ,
Effects ,
Programming Techniques ,
Art Assets
ChinaJoy 2004 PresentationsPresentations from ChinaJoy 20042/12/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Graphics Performance OptimizationAn overview of the graphics pipeline from a performance standpoint, as well as how to find and resolve performance bottlenecks.1/31/2004Performance
AGDC 2003 PresentationsPresentations from AGDC 20031/27/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
GPU Gems 2GPU 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. 1/18/2004Art Assets ,
Architecture ,
Performance ,
Effects ,
Programming Techniques
General FAQA useful collection of frequently asked questions.10/24/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
Iron Developer 2004 PresentationsPresentations from Iron Developer 2004 at CEDEC 200410/15/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
GPU BBQ 2004Presentations from GPU BBQ 2004 developer event.10/15/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
European Developers Forum 2004 PresentationsPresentations from the European Developers Forum 2004.10/15/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
XGDX 2003 PresentationsPresentations from XGDX 200310/8/2003Performance ,
Programming Techniques
GDCE 2003 PresentationsPresentations from GDCE 20039/16/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
SIGGRAPH 2003 PresentationsPresentations from SIGGRAPH 20039/4/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
GDC 2003 PresentationsPresentations from GDC 2003.
9/4/2003Effects ,
Programming Techniques ,
Performance ,
Architecture
The Cg Tutorial: The Definitive Guide to Programmable Real-Time GraphicsThe 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.3/11/2003Programming Techniques ,
Architecture ,
Performance ,
Effects
GeForce FX
The Cg Tutorial BookThe Cg Tutorial, published in March 2003, explains how to implement both basic and advanced techniques for today's programmable GPU architectures.12/20/2002Performance ,
Architecture ,
Effects ,
Programming Techniques
GeForce FX
Memory Management with VARThis demo illustrates how to implement a simple memory manager for the GL_NV_vertex_array_ range and GL_NV_fence extensions.5/8/2002Performance ,
Programming Techniques
GDC2002 -- DirectX8 PerformanceThis presentation covers improving performance in Direct3D 8.3/27/2002Performance
GDC2002 -- Balancing the Rendering PipelineThis presentation covers extracting maximum performance from the various parts of the rendering pipeline.3/27/2002Performance
Frequently Asked GeForce3 QuestionsFrequently 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 8.8/12/2001Performance ,
Architecture ,
Effects ,
Programming Techniques
GeForce3
Using Vertex Array Range and FencesThis paper describes the use of the vertex array range and fence OpenGL extensions on GeForce based GPUs. This technique yields much improved geometry performance.8/1/2001Performance
Japanese Presentations, June 2001These 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.6/27/2001Performance ,
Architecture ,
Effects ,
Programming Techniques
GDC 2001 -- OpenGL PerformanceThis presentation covers performance issues in OpenGL.3/23/2001Performance
GDC 2001 -- Optimization in DX8This presentation covers optimization techniques to get the most out of your D3D8 apps.3/23/2001Performance
OpenGL SDK DocumentationThis includes powerpoint presentations and whitepapers on the OpenGL SDK.3/9/2001Performance ,
Effects ,
Programming Techniques
VAR/Fence: Using Vertex Array Range and FencesThis presentation details the vertex array range and fence extensions, which are necessary to obtain maximum performance on NVIDIA GPUs.3/6/2001Performance ,
Programming Techniques
The Efficient Use of Vertex BuffersThis paper discusses vertex buffer performance issues in-depth and covers common problems along with their solutions.11/1/2000Performance ,
Programming Techniques
Optimizing for Hardware Transform and LightingA presentation given by Sim Dietrich at this year's Xtreme Game Developers Conference.10/9/2000PerformanceGeForce 256
Top 5 Things That Kill Performance Under DX7This document covers five common mistakes and pitfalls that kill performance under DX7.6/26/2000Performance
Hardware Transform and LightingA presentation from GDC2000 on using and optimizing for hardware transform and lighting.6/12/2000Performance ,
Architecture
DX7 OptimizationA presentation from GDC2000 on optimizing DX7 apps.6/12/2000Performance
Maximizing OpenGL PerformanceGetting the most out of the GeForce 256 and Quadro under OpenGL3/17/2000Performance
GeForce3 OpenGL PerformanceThis presentation covers all aspects of OpenGL performance with respect to GeForce3.3/6/2000Performance
Optimizing Direct3D for the GeForce 256Covers hardware T&L, vertex buffers, dynamic geometry, and other stuff.1/3/2000Performance
Fast Math RoutinesA 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!!12/1/1999Performance
Vertex Cache OptimizationSummer Camp 9911/12/1999Performance ,
Architecture
Hardware Transform and LightingSummer Camp 9911/12/1999Performance ,
Architecture
GeForce 256
Maximizing Texture PerformanceMaximizing Texture Performance
Sim Dietrich
GDC 99
11/3/1999PerformanceGeForce 256
High Performance Direct3DHigh Performance D3D
Richard Huddy
GDC 99
11/3/1999PerformanceGeForce 256