GDC 2004
This page lists the presentations from GDC 2004. For each talk, we provide slides in PDF format, along with a brief description (helpful for talks with titles that aren't quite self-explanatory). Video recordings of our sponsored sessions are also available.
For your convenience, we've also created a ZIP file of everything on this page (89 MB), excluding the video clips.
GDC 2004
Session/Talk Title | Video | Description | |
---|---|---|---|
Advanced Visual Effects with Direct3D | |||
All About Antialiasing |
English |
An overview of antialiasing, as well as modern problems and solutions to them. |
|
Optimization for DirectX 9 Graphics |
English | Techniques to improve your GPU performance. |
|
GPU-Assisted Rendering Techniques |
English | New rendering techniques that take advantage of Shader Model 3.0 features, as well as floating point filtering and blending. |
|
Advanced OpenGL Tutorial | |||
Introduction |
English | A quick introduction, including a brief history of OpenGL. |
|
The OpenGL Shading Language on NVIDIA Hardware |
English | An overview of NVIDIA's OpenGL Shading Language support, as well as several useful supplementary features. |
|
OpenGL 2.0 Update |
English | An update on the status of OpenGL 2.0 and several key extensions. |
|
New NVIDIA OpenGL Extensions |
English | New extensions that take advantage of "Shader Model 3.0" features, as well as floating point filtering and blending. |
|
GPGPU: Beyond Graphics |
English | New applications for the GPU as it grows more powerful. |
|
NVIDIA Sponsored Sessions | |||
Cinematic Effects II: The Revenge |
English | Windows Media (.WMV) [126 MB] |
New technique from film that game developers can use. |
Next-Gen Special Effects Showcase: Rainbow Rendering |
English | Windows Media (.WMV) [73 MB] |
How to render atmospheric effects such as rainbows and fogbows. |
Next-Gen Special Effects Showcase: BloodShader |
English | (Same as above) |
Blood that crawls on surfaces and responds to gravity. |
Next-Gen Special Effects Showcase: Water Simulation with PS 3.0 |
English | (Same as above) |
Simulating water using the vertex texture fetch functionality in next-generation hardware. |
Tools to Squeeze Maximum Performance from Your GPU |
English | Windows Media (.WMV) [91 MB] |
A survey of NVIDIA's extensive performance tools suite. |
English | Windows Media (.WMV) [106 MB] |
An overview for performance tuning, including advice for current and future GPUs. |
|
GPU Gems Showcase: Image-Based Lighting |
English | Windows Media (.WMV) [127 MB] |
How to create local reflections using environment maps (Get the shaders here). |
GPU Gems Showcase: Perspective Shadow Mapping |
English | (Same as above) |
Several improvements that make Perspective Shadow Maps practical for games. |
GPU Gems Showcase: Ambient Occlusion |
English | (Same as above) |
A simple technique that can greatly enhance your game's appearance. |
Other NVIDIA Talks | |||
Real-Time Animated Translucency |
English | How to render convincing translucent effects in real-time. |