GameWorks, HBAO+, ShadowWorks

by Monier Maher, posted Oct 30 2014

NVIDIA ShadowWorks – HBAO+ 2.3. releasedLatest HBAO+ Release 2.3. windows binaries are now available for download from here . NVIDIA ShadowWorks - HBAO+ improves upon existing Ambient Occlusion techniques to add richer, more detailed, more realistic shadows around objects that occlude rays of light. Compared to previous techniques, HBAO+ is faster, more efficient, and significantly better.  New in release 2.3: The input normal data are now passed by value instead of by pointer (less error...

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GameWorks, GameWorks Expert Developer, OpenGL Development

by Cyril Crassin, posted Oct 28 2014

A few weeks ago, NVIDIA introduced the second-generation Maxwell architecture with the GM204 GPU, which is I believe, an incredible chip. The Maxwell 2 architecture is both highly energy efficient (~2x perf/watt of Kepler in games), and provides a lot of very exciting new graphics features (Some of them are exposed in Direct3D. See the GeForce GTX 980 white paper). These features are exposed in form of new OpenGL extensions starting with the R344 driver, and the specification for all NVIDIA...

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GameWorks, Turf Effects

by Monier Maher, posted Oct 23 2014

NVIDIA Turf Effects is a new NVIDIA GameWorks technology that empowers users to simulate and render massive grass simulation with physical interaction. Our grass technology provides a fully geometrical representation. Grass blades can be represented with a resolution as low as 3 triangles to several 100 triangles per blade by using continuous level of detail. This allows millions of grass blades to be simulated. The high fidelity allows for enhanced physical interaction. The rendering supports...

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GameWorks, GameWorks Expert Developer, GRID

by Gary Ji, posted Oct 22 2014

NVIDIA GRID hardware and software provides a highly efficient and cost-effective infrastructure for cloud game streaming. With baremetal server configurations, API hooking is the key technique in the development of a full-fledged streaming solution. This technical blog will present several recommendations for this important technique. Introduction To facilitate cloud gaming powered by NVIDIA GRID, a software layer for managing multiple concurrent game sessions is needed. This can be...

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GameWorks, GameWorks Expert Developer

by A.Dunn and L.Bavoil, posted Oct 20 2014

Like many other visual effects, games attempt to mimic transparent (or translucent as it’s often synonymously referred to in the games industry) objects as closely as possible. Real world transparent objects are often modelled in games using a simple set of equations and rules; simplifications are made, and laws of physics are bent, in an attempt to reduce the cost of simulating such a complex phenomenon. For the most part we can get plausible results when rendering semi-transparent...

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