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Last Updated:
09
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25
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2008
NVIDIA Presentations Archive from SIGGRAPH 2008
SIGGRAPH 2008 again
saw NVIDIA presenting leading-edge development work on topics
ranging across character animation, rendering, CUDA High-Performance
Computing, and more.
Slides and other media from many of these presetations are available
from the links below.
Next-Generation Hardware
Rendering of Displaced Subdivision Surfaces
Ignacio Castaño, NVIDIA Corporation
- In this talk we provide an overview of the next-generation
tessellation pipeline and its motivation. Our focus is on one
of the primary applications: rendering of displaced subdivision
surfaces, which dramatically increases the realism of animated
characters. We also show how to adapt your production
pipelines in order to create compelling content that takes
advantage of this innovative rendering model.
Real-Time Rendering of
Realistic Hair
Sarah Tariq, NVIDIA Corporation
- Simulating and rendering realistic hair with tens of thousands of
strands is something that until recently was prohibitively
expensive for real-time use. In this session, we discuss how
to render realistic hair with high geometric complexity in
real-time on the GPU. Amongst other things we cover efficient
creation and rendering of high amounts of geometry for hair
(essential for creating realistic hair especially when in motion),
shading, self-shadowing, level of detail, and important performance
optimizations. We also talk about how to use next-generation
hardware tessellation to make creating and rendering hair much more
intuitive and efficient.
Adaptive Terrain
Tessellation on the GPU
Iain Cantlay, NVIDIA Corporation
- Next-generation techniques implement highly-programmable
tessellation entirely on the GPU. We explain how tessellation can
be applied to terrain rendering with displacement mapping. Our
tessellation scheme is adaptive, with the polygon LOD varying as a
function of terrain roughness and also with view-dependent
silhouette detection.
- Getting Physical:
Solutions and Case Studies for Creating Scalable PhysX Content
Monier Maher, NVIDIA Corporation
- Using physical simulation in applications takes their level of
immersion to new heights. NVIDIA’s PhysX enables developers to add
an unprecedented number of physical objects into scenes while
maintaining high performance. This talk features the latest
PhysX features and tools as well as real case studies that
highlight common challenges and solutions.
- A New Generation of Performance Analysis
and Shader Authoring Tools
Jeffrey Kiel and Christopher Maughan, NVIDIA Corporation
- This talk covers the latest releases of NVIDIA's popular PerfKit
and FX Composer software products, as well as the brand-new NVIDIA
Shader Debugger. First, learn how to extract maximum GPU
performance using PerfHUD 6.0 (for real-time debugging and
profiling - with tons of powerful new features), GLExpert (for
OpenGL debugging), and PerfSDK (an API for accessing GPU
performance counters).
- Next, we show how FX Composer 2.5 and the Shader Debugger can make
shader authoring, profiling, and debugging a breeze for
programmers, artists, and technical directors. This session
showcases new features such as a source-level shader debugging for
Cg and HLSL10 shaders, Direct3D 10 support (including geometry
shaders, stream out, and texture arrays), visual models & styles,
particle systems, a revamped user interface, and much more.
CUDA: The Democratization
of Parallel Computing
Paulius Micikevicius, NVIDIA Corporation
- Massively parallel computing, once the domain of supercomputers, is
now widely accessible in the form of millions of CUDA-enabled GPUs.
These GPUs are fully programmable, support tens of thousands of
concurrent threads, and have accelerated computations in a variety
of disciplines by up to 2 orders of magnitude.
- We provide an overview of the newest GPU architecture, the
CUDA programming model, and latest development tools. CUDA enables
efficient implementation of parallel algorithms by providing a
small set of readily understood extensions to the C/C++ languages,
eliminating the need to learn a new language. Development is
facilitated by insightful profiling and debugging tools. Since the
GPU is the only widely available commodity "manycore" chip, we
explore it as a research platform for parallel programming and
architecture.
- Interactive Ray Tracing with CUDA
David Luebke and Steven Parker, NVIDIA Corporation
- Ray tracing has long been associated with high-quality graphics,
but it has not been suitable for interactive use. With CUDA and an
NVIDIA GPU, it is now possible to ray trace reflections from curved
surfaces, refractions, and accurate shadows. By combining these
effects with rasterization to efficiently compute viewing ray
intersections, accurate inter-reflections and other effects can be
achieved at high resolutions and frame rates.
- Course: Real Time Physics
Lecture & Course Chair: Matthias Müller-Fischer, NVIDIA Corporation
- Physical simulations have become an important component of computer
games. In next-generation games, players expect to see fully
dynamic and destructible worlds, and this requires fast and stable
simulation methods. In this class, lecturers who have made
significant contributions in simulation methods present a wide
spectrum of state-of-the-art methods for real-time simulation of
rigid and deformable solids, and smoke and liquid simulation. In
addition to the underlying physical equations, they present
practical simulation methods and algorithms that will help
physical-simulation developers and game developers apply these
techniques properly.
- To
Trace or Not to Trace:
Image-Space Horizon-Based Ambient Occlusion
Louis Bavoil, Miguel Sainz, and Rouslan Dimitrov, NVIDIA Corporation
- Ambient occlusion is a lighting model that approximates the amount
of light reaching a point on a diffuse surface based on its
directly visible occluders. It provides a soft shadow appearance
which enhances depth perception and spatial relationship between
objects. In this talk, we present a new algorithm for
rendering ambient occlusion as a post-processing pass by sampling a
depth buffer and its associated normal buffer. We discuss how
to integrate this approach in real-time engines as well as provide
performance analysis.
Let's
Get Physical: Real Time Hair Simulation
and Rendering on the GPU
Sarah Tariq and Louis Bavoil, NVIDIA Corporation
- Simulating and rendering realistic hair with tens of thousands of
strands is something that until recently was not possible in real
time. In this talk we present a method for simulating and
rendering realistic hair in real time using the power and
programmability of modern GPUs (Graphics Processing Units). Our
method utilizes new features of graphics hardware (including Stream
Output, Geometry Shader and Texture Buffers) that make it possible
for all simulation and rendering to be processed on the GPU in an
intuitive manner, with no need for CPU intervention or read back.
In addition, we propose fast new algorithms for inter-hair
collision, and collision detection and resolution of interpolated
hair.
Want to Learn More?
NVIDIA Documentation Home Page
NVIDIA® Corporation (Nasdaq: NVDA) is the worldwide leader in graphics
processors and media communications devices. For more information about
NVIDIA please visit our website: www.nvidia.com.
© 2008 NVIDIA Corporation

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