There is a lot of cool stuff happening at Siggraph this year for game developers. The Advances in Real-Time Rendering course has become a must attend for graphics developers at the leading edge. Another key course is Open Problems in Real-Time Graphics which talks about the hard problems in computer graphics and how to solve them.
Today NVIDIA released its first ever video game. VR Funhouse is a carnival of fun based on GPU accelerated simulation technology. Each of the seven minigames shows how the immersion of virtual reality can be increased through advanced rendering, haptic feedback and realistic physics. VR Funhouse is available on steam today.
As you may have already seen in our previous entries regarding high dynamic range
(HDR) on this blog, we’re pretty excited about the promise of HDR. Now this series
can get to the business of showing you how to enable it in your code.
Requirements (in case you missed them in the earlier post):
We have rolled out a big upgrade to our GameWorks graphics API samples (formerly known as the OpenGL Samples) – we’ve added support for Vulkan in the framework on all platforms: Windows, Android, desktop Linux and Linux 4 Tegra! The source code and documentation are available today. Check them out at:
We’ve already started with teaser posts about HDR on this blog both
here and here.
Now that we’ve gotten through the madness of launching a new product, it is time
to go through a more detailed set of information on the how, why, and what of HDR.
This post kicks off a whole series of blog posts on HDR and color evolutions for