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. |