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Tags Game & Graphics Development

by Evan Hart, posted Jan 10 2013

In the last OpenGL SDK post I introduced the new SDK, now let me introduce our first new sample, “Simple Tessellation Shader”. As the name implies, it demonstrates the minimum parts necessary to use tessellation shaders in OpenGL. The sample only demonstrates tessellating the quad domain (rather than the triangular domain), and it shows two modes: one with a flat plane and one where the plane is wrapped into a torus.

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by Stephen Jones, posted Jan 04 2013

Join NVIDIA at the AT&T Developer Summit, Jan 6-7 2013 Calling all Android Developers! Join NVIDIA at the AT&T Developer Summit, Jan 6-7 2013, at The Palms Casino & Resort in Las Vegas, Nevada.

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Tags Game & Graphics Development

by Bryan Dudash, posted Dec 19 2012

  Direct3D 11 (and the hardware that supports it) includes a lot of new functionality for programmers, but one of the most interesting and powerful additions is Tessellation. This feature has been used in numerous high profile titles and is a great way to upgrade your visuals without an unreasonable amount of extra content effort.

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Tags Game & Graphics Development

by Nathan Hoobler, posted Dec 04 2012

Part of NVIDIA’s mission as a consumer graphics company is to help developers push the boundaries of what is possible in the world of real-time rendering. This mission does not stop with designing the world’s most powerful graphics hardware – we also spend a great deal of effort researching how to best fit state-of-the-art rendering techniques onto our cutting-edge hardware, pushing the boundaries to find the Next Big Thing.

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