Depth Precision Visualized

GameWorks Expert Developer, DX12, DX11

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.

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HairWorks 1.1 Release


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.

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Bringing Doom 3 BFG Edition to the NVIDIA SHIELD

GameWorks, SHIELD Stories

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.

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Hybrid Ray Traced Shadows

GameWorks, GameWorks Expert Developer, DX12, DX11

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!

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ASTC Compression Gets a CUDA Boost!

tegra, CUDA, Shield, GameWorks, ASTC

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!

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