by Mark Kilgard, posted Jul 25 2011

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. Path rendering approach is not novel-but rather a standard part of most resolution-independent 2D rendering systems such as Adobe’s PostScript, PDF, and Flash; Microsoft’s TrueType fonts, Direct2D, Office drawings,...

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by Nathan Hoobler, posted Jul 20 2011

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...

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by David Coombes, posted Jun 23 2011

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, "Alice: Madness Returns PhysX Comparison." A PDF version of the article can be found here.

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