This page lists the presentations we gave at GDC 2003. For each talk, we provide PDF and PPT versions, along with a brief description (helpful for talks with titles that aren't quite self-explanatory).

GDC 2003

Session/Talk Title Description
Advanced Visual Effects with Direct3D

DirectX 9.0 Introduction and Features

PDF

PPT

Introduction to DirectX 9.0, as well as the course outline.

Introduction to the DirectX 9.0 Shader Models

PDF

PPT

Understanding the DirectX 9.0 shader models and how to use them, including VS and PS 2_0 as well as 2_x.

D3DX Effects and the DirectX 9 High-Level Shading Language

PDF

PPT

How to add shaders to your production pipeline using DirectX 9's HLSL.

Special Effects in DirectX 9

PDF

PPT

Creating glow, volume fog, shadows, and real-time fur effects.

"Batch, Batch, Batch:" What Does It Really Mean?

PDF

PPT

Understanding batching of geometry and its effect on rendering performance.

Advanced OpenGL Game Programming

OpenGL ARB_vertex_program

PDF

PPT

Understanding the ARB_vertex_program OpenGL extension.

OpenGL ARB_fragment_program

PDF PPT Understanding the ARB_fragment_program OpenGL extension.

Superbuffers

PDF PPT Understanding the proposed superbuffers ARB OpenGL extensions.

Buffer Objects

PDF PPT Overview of buffer objects.

OpenGL 2.0 Shading Language

PDF PPT Overview of the proposed OpenGL 2.0 Shading Language.

Miscellaneous Extensions

PDF PPT Overview of OpenGL 1.4 extensions, enhanced stencil functionality, and floating-point images.

OpenGL Performance Tuning

PDF PPT How to achieve high performance in OpenGL.

Procedural Noise

PDF PPT Implementing procedural noise in OpenGL.

OpenGL Shader Tricks

PDF

PPT

How to implement motion blur and cloth simulation using OpenGL.

Summed Area Tables using Graphics Hardware

PDF

PPT

Introduction to summed area tables, and how to implement them using graphics hardware.

Optimized Stencil Shadow Volumes

PDF

PPT

The details of implementing stencil shadow volumes with OpenGL.

From Gaffer to Game Engine: Cinematic Methods and Real-time Tricks

PDF

PPT

An introduction to cinematic techniques, and ideas for how to apply them in real-time.

Hardware Shaders for the Artist

PDF

PPT

An introduction to hardware shaders, targeted at artists.

Optimized Stenciled Shadow Volumes

PDF

PPT

Conceptual and implementation details about using shadow volumes for shadow generation.

Simulation and Animation with Hardware-Accelerated Procedural Textures

PDF

PPT

How to use the GPU for procedural texturing, general purpose calculations, and simulation.

All You Can Eat Polygons: Without the Fat

PDF

PPT

LOD generation using NVIDIA's Melody tool.

Programming the GPU using High-Level Shading Languages

Cg Language Overview

PDF

PPT

An introduction to the Cg Language syntax and constructs.

Using the Cg Runtime

PDF

PPT

An introduction to the Cg runtime library.

Introduction to CgFX

PDF

PPT

An introduction to CgFX and the CgFX tools for 3ds max, Maya, and SOFTIMAGE|XSI.

Graphics Pipeline Performance

PDF

PPT

Graphics pipeline bottlenecks and how to overcome them.

Ogres and Fairies: Secrets of the NVIDIA Demo Team

PDF

PPT

Insight into how the Dawn, Ogre, Time Machine, and Toys demos were created by the NVIDIA Demo Team.