NVIDIA GameWorks Blog

GameWorks Expert Developer

by Nathan Reed, posted Jul 15 2015

Depth precision is a pain in the ass that every graphics programmer has to struggle with sooner or later. Many articles and papers have been written on the topic, and a variety of different depth buffer formats and setups are found across different games, engines, and devices. Because of the way it interacts with perspective projection, GPU hardware depth mapping is a little recondite and studying the equations may not make things immediately obvious. To get an intuition for how it works, it's...

Read more

GameWorks

by Monier Maher, posted Jul 02 2015

NVIDIA HairWorks makes it easy to bring hair and fur to life—in real-time! It builds on the prior release, which focused on fur authoring, rendering, and simulation. With HairWorks version 1.1, NVIDIA has added support for authoring, rendering, and simulation of long-hair assets. HairWorks can be used for high-quality assets similar to the example below from Tarkan Sarim, with 500k hair. It can easily scale down to lower quality assets for use in a variety of games. Since HairWorks is...

Read more

GameWorks

by Brian Harris, posted Jun 23 2015

Doom 3 BFG Edition is a re-mastered version of Doom 3 for the Xbox 360, PS3, and PC that was released in 2012. NVIDIA worked with id Software and Bethesda to bring it to the SHIELD Tablet and SHIELD Android TV. This article highlights some of thing things that went right as well as wrong. What Went Right? OpenGL The Doom 3 BFG Edition renderer was using OpenGL on the PC, and since the Tegra K1 and X1 chips support full OpenGL, porting that over was trivial. There are no changes to the...

Read more

GameWorks, GameWorks Expert Developer

by Jon Story, posted Jun 10 2015

I recently delivered a presentation on Hybrid Ray Traced Shadows (HRTS) at GDC 2015, as part of the “Advanced Visual Effects with DirectX 11 & 12” tutorial. If you weren’t fortunate enough to attend GDC, then you can catch up with what I was talking about right here! As the name suggests, the technique combines ray tracing with conventional shadow mapping, to deliver extremely high quality contact-hardening style shadows. You end up with the best of both worlds, with...

Read more

ASTC, CUDA, GameWorks, Shield, tegra

by Andrew Edelsten, posted Jun 09 2015

NVIDIA is using CUDA and the power of GeForce to accelerate Adaptive Scalable Texture Compression (ASTC) along multiple axes! Guest Blogger: Fei Yang As a programmer, I love challenging jobs, and this is one them! Adaptive Scalable Texture Compression (ASTC) is a new standard for texture compression that provides development teams and art directors with the ability to balance texture quality and texture size. Texture compression is not new, but ASTC provides a far greater number of options...

Read more