Real-Time Graphics at Siggraph 2016

GameWorks

David Coombes, posted Jul 21 2016

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.

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VR Funhouse packed with GameWorks technology

GameWorks, VRWorks

Victoria Rege, posted Jul 14 2016

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.

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Displaying HDR Nuts and Bolts

GameWorks, HDR

Evan Hart, posted Jul 12 2016

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):

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GameWorks Vulkan and OpenGL Samples 3.0 Released

GameWorks, GameWorks Expert Developer, Vulkan

Lars Bishop, posted Jul 08 2016

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:

https://developer.nvidia.com/gameworks-vulkan-and-opengl-samples

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