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 | ||
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Advanced Visual Effects with Direct3D | |||
DirectX 9.0 Introduction and Features |
Introduction to DirectX 9.0, as well as the course outline. |
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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. |
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D3DX Effects and the DirectX 9 High-Level Shading Language |
How to add shaders to your production pipeline using DirectX 9's HLSL. |
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Special Effects in DirectX 9 |
Creating glow, volume fog, shadows, and real-time fur effects. |
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"Batch, Batch, Batch:" What Does It Really Mean? |
Understanding batching of geometry and its effect on rendering performance. |
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Advanced OpenGL Game Programming | |||
OpenGL ARB_vertex_program |
Understanding the ARB_vertex_program OpenGL extension. |
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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. |
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Summed Area Tables using Graphics Hardware |
Introduction to summed area tables, and how to implement them using graphics hardware. |
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Optimized Stencil Shadow Volumes |
The details of implementing stencil shadow volumes with OpenGL. |
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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. |
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Hardware Shaders for the Artist | An introduction to hardware shaders, targeted at artists. |
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Optimized Stenciled Shadow Volumes | Conceptual and implementation details about using shadow volumes for shadow generation. |
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Simulation and Animation with Hardware-Accelerated Procedural Textures | How to use the GPU for procedural texturing, general purpose calculations, and simulation. |
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All You Can Eat Polygons: Without the Fat | LOD generation using NVIDIA's Melody tool. |
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Programming the GPU using High-Level Shading Languages | |||
Cg Language Overview |
An introduction to the Cg Language syntax and constructs. |
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Using the Cg Runtime |
An introduction to the Cg runtime library. |
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Introduction to CgFX |
An introduction to CgFX and the CgFX tools for 3ds max, Maya, and SOFTIMAGE|XSI. |
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Graphics Pipeline Performance | Graphics pipeline bottlenecks and how to overcome them. |
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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. |