NVIDIA AndroidWorks 1R2 available now! Accelerate your build times with Nsight Tegra and IncrediBuild.

Android, GameWorks, Developer Tools, AndroidWorks

Eric Foo, posted Aug 12 2015

New to NVIDIA AndroidWorks 1R2, is a full version of IncrediBuild 7.0 for Visual Studio (trial licenses available upon install). NVIDIA has worked closely with IncrediBuild to accelerate build times when using IncrediBuild for Visual Studio in conjunction with the latest Nsight Tegra, Visual Studio Edition 3.1.

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Debug and profile OpenGL 4.x on Linux! NVIDIA Linux Graphics Debugger 1.0 is now available for download!

OpenGL, GameWorks, Developer Tools, Linux Graphics Debugger

Eric Foo, posted Aug 10 2015

The NVIDIA Developer Tools team is proud to announce the production release of the NVIDIA Linux Graphics Debugger, a 3D graphics development tool that allows developers to debug and profile OpenGL 4.x on Linux, enabling professional graphics developers to get the most out of their NVIDIA GeForce and Quadro GPUs on a variety of Linux distributions.

Main features of Linux Graphics Debugger 1.0 include:

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Shaded display re-visited: implementing a ray tracer in MDL

ray tracing, MDL

Carsten Waechter, posted Aug 10 2015

Ray tracing has come a long way since Whitted's legendary paper "An Improved Illumination Model for Shaded Display" and it's about time we pay tribute: Nowadays ray tracing on GPUs is so fast that it's actually feasible to implement a ray tracer inside a ray tracer.

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HairWorks Authoring Considerations

GameWorks

Aron Zoellner, posted Jul 22 2015

Simulated hair and fur is quickly becoming an amazing feature to add increased visual fidelity to games these days.  It’s been a standard feature in offline visual effects for years and has continued to become more impressive.

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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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