GDC 2003
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 | Introduction to DirectX 9.0, as well as the course outline. | ||
Introduction to the DirectX 9.0 Shader Models | 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 | How to add shaders to your production pipeline using DirectX 9's HLSL. | ||
Special Effects in DirectX 9 | Creating glow, volume fog, shadows, and real-time fur effects. | ||
"Batch, Batch, Batch:" What Does It Really Mean? | Understanding batching of geometry and its effect on rendering performance. | ||
Advanced OpenGL Game Programming | |||
OpenGL ARB_vertex_program | Understanding the ARB_vertex_program OpenGL extension. | ||
OpenGL ARB_fragment_program | PPT | Understanding the ARB_fragment_program OpenGL extension. | |
Superbuffers | PPT | Understanding the proposed superbuffers ARB OpenGL extensions. | |
Buffer Objects | PPT | Overview of buffer objects. | |
OpenGL 2.0 Shading Language | PPT | Overview of the proposed OpenGL 2.0 Shading Language. | |
Miscellaneous Extensions | PPT | Overview of OpenGL 1.4 extensions, enhanced stencil functionality, and floating-point images. | |
OpenGL Performance Tuning | PPT | How to achieve high performance in OpenGL. | |
Procedural Noise | PPT | Implementing procedural noise in OpenGL. | |
OpenGL Shader Tricks | How to implement motion blur and cloth simulation using OpenGL. | ||
Summed Area Tables using Graphics Hardware | Introduction to summed area tables, and how to implement them using graphics hardware. | ||
Optimized Stencil Shadow Volumes | The details of implementing stencil shadow volumes with OpenGL. | ||
From Gaffer to Game Engine: Cinematic Methods and Real-time Tricks | An introduction to cinematic techniques, and ideas for how to apply them in real-time. | ||
Hardware Shaders for the Artist | An introduction to hardware shaders, targeted at artists. | ||
Optimized Stenciled Shadow Volumes | Conceptual and implementation details about using shadow volumes for shadow generation. | ||
Simulation and Animation with Hardware-Accelerated Procedural Textures | How to use the GPU for procedural texturing, general purpose calculations, and simulation. | ||
All You Can Eat Polygons: Without the Fat | LOD generation using NVIDIA's Melody tool. | ||
Programming the GPU using High-Level Shading Languages | |||
Cg Language Overview | An introduction to the Cg Language syntax and constructs. | ||
Using the Cg Runtime | An introduction to the Cg runtime library. | ||
Introduction to CgFX | An introduction to CgFX and the CgFX tools for 3ds max, Maya, and SOFTIMAGE|XSI. | ||
Graphics Pipeline Performance | Graphics pipeline bottlenecks and how to overcome them. | ||
Ogres and Fairies: Secrets of the NVIDIA Demo Team | Insight into how the Dawn, Ogre, Time Machine, and Toys demos were created by the NVIDIA Demo Team. |