GameWorks

GameWorks, GameWorks Expert Developer

by Evan Hart, posted Apr 17 2015

As most developers know, Structured Buffers were a new addition to DirectX11 with the expanded compute capabilities. They offer a very convenient solution to representing data structures on the GPU that are more than simply colors or 4-component vectors. As such, they are a great tool to use in GPU programming. As titles designed to a D3D11 baseline have recently become more common, we’ve noticed a pitfall that developers should be wary of and consider when developing their code....

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GameWorks

by Monier Maher, posted Apr 16 2015

The latest version of FleX 0.8 is now available for download from here. NVIDIA FleX is a particle based simulation technique for real-time visual effects. Traditionally, visual effects are made using a combination of elements created using specialized solvers for rigid bodies, fluids, clothing, etc. Because FleX uses a unified particle representation for all object types, it enables new effects where different simulated substances can interact with each other seamlessly. The included demo app...

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GameWorks

by Jeremy Zoss, posted Apr 02 2015

With Son of Nor being the first Unity game to use the HBAO+ technology of NVIDIA GameWorks, we expected the integration to take quite some time… but we were proven wrong! After downloading the Unity Plugin of HBAO+ from the NVIDIA website, we just gave it a go. In little less than a day the whole thing was already working inside Son of Nor! Of course there were still some issues in certain parts of the game, but we definitely didn’t expect the plugin to work right out-of-the-box in...

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GameWorks, GameWorks Expert Developer

by Masaya Takeshige, posted Mar 22 2015

What Can You Do With Voxelization? A voxel representation of a scene has spatial data as opposed to the conventional rasterization view (as stored in a render target) which just has a slice of depth value. A voxelized scene can be easily traversed spatially and you can access data from coarse world locations. This enables rendering techniques which require spatial data such as indirect illumination, more convincing ambient occlusion and volumetric light shafts. Also it is also possible to...

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GameWorks, GameWorks Expert Developer

by Christoph Kubisch, posted Mar 16 2015

Since the release of the ground breaking Fermi architecture almost 5 years have gone by, it might be time to refresh the principle graphics architecture beneath it. Fermi was the first NVIDIA GPU implementing a fully scalable graphics engine and its core architecture can be found in Kepler as well as Maxwell. The following article and especially the “compressed pipeline knowledge” image below should serve as a primer based on the various public materials, such as whitepapers or GTC...

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