Blog Archives

Tags competition, tegra, Toradex

by Andrew Edelsten, posted May 06 2013

We come today to let you know about a wonderful competition that our good friends at Toradex are running. It's called the Toradex Design Challenge and is open for students and other individuals at education and research institutions. It's an ongoing competition with an annual prize pool of $100,000 so if you're still in school or are planning a return to university, fear not!  

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by David Weller, posted Mar 28 2013

We know that GDC is a hectic time, and there is a lot of competition for your time when it comes to the many sessions at GDC. I'd like to suggest you hang out with us tomorrow in our sponsored sessions in the West Hall, Room 2002, as we have one of the best lineups we've had in years. Lets look at the lineup and you'll see why. 10am-11am: NVIDIA® Nsight™ Visual Studio Edition 3.0 - Catzilla Engine Development in DirectX 11 and OpenGL 4.2

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by Andrew Edelsten, posted Mar 22 2013

When we were first putting together Android applications for Project SHIELD, we learned a few important lessons about Android Manifests. Our early attempts at smooth deployments were sometimes slowed down by small errors in manifests, so we’d like to share here what we think are essential to giving your users a happy experience on Project SHIELD, as well as other Android platforms.

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by David Weller, posted Mar 20 2013

  Yesterday’s keynote from Jen-Hsun Huang, NVIDIA’s CEO, showcased a lot of impressive technology and demos.  We encourage you to watch the complete video below to see all the great announcements, but we would like to specifically call out the announcement of the NVIDIA WaveWorks, the real-time Beaufort Scale ocean simulation which was demonstrated during the keynote (the 7:45 mark if you don’t want to wait).   

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by John Ratcliff, posted Mar 13 2013

The purpose of this article is to discuss how to incorporate GPU accelerated effects into a project without negatively impacting the overall performance and framerate of a game. The key to making this work is to run all visual effects independently of the main game thread and rendering pipeline.  While the concept is simple, as always, the devil is in the details and there are a lot of things to consider to make this work properly.

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