We've been amazed at the community response to our new NV Path Rendering SDK, but Mark Kilgard has taken things a step further by creating several videos that demonstrate the power of the NVIDIA's new Path Rendering SDK. You'll find short video demos that cover the following topics:
Tags Mobile Development
A big day today for NVIDIA and the Tegra developer community. NVIDIA has just launched the online version of Tegra Zone plus a new program called Zone In! The Tegra Zone app for Android phones and tablets has been showcasing great games for many months and today we're launching the Tegra Zone website at www.tegrazone.com. Now using your laptop or desktop you can access the latest game news, reviews and release information for Tegra-optimized games and Tegra-powered devices.
Conventional OpenGL supports rendering images (pixel rectangles and bitmaps) and simple geometric primitives (points, lines, polygons). NVIDIA's NV_path_rendering OpenGL extension adds a new rendering paradigm, known as path rendering, for rendering filled and stroked paths.
These older DX11 samples are still available for download here although we suggest you check out the new NVIDIA GameWorks Samples instead Tessellation The first major DirectX 11 feature that the SDK covers is hardware-accellerated tessellation. For those not familiar, DirectX 11 adds several stages to the geometry pipeline, which allow new classes of shaders to determine if and how each polygon produced by the Vertex Shader should be subdivided; the GPU generates the desired mesh...
by Simon Green, Richard Tonge, Miguel Sainz, Dane Johnston, and David Schoemehl Note: This is a technical article that complements our consumer-oriented article on GeForce.com, "Alice: Madness Returns PhysX Comparison." A PDF version of the article can be found here.