This page lists the presentations from our sessions at the 2005 Game Developers Conference. 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).

Synchronized audio and slides are available for our sponsored sessions.

You can select individual presentations to download below, or get them all in a convenient ZIP file (66 MB).

Advanced Visual Effects with Direct3D

Session/Talk TitleEnglishDescription
Batching 4EVAPDFTips for dealing with batching and other performance guidance.
Instancing and Floating-Point SpecialsPDFAll about instancing and how to deal with floating-point specials like infinities and NaNs.
Special Effects in Direct3DPDFA collection of useful techniques, including particle systems, cloth simulation, antialising, ambient occlusion, and more.
Making Pretty Pictures with Direct3DPDFCase studies of interesting ways to use the GPU's power to achieve a variety of high-quality effects.
Far Cry and DirectXPDFHow Far Cry uses various ps_2_* and ps_3_0 effects.

Next-Generation Rendering with OpenGL

Session/Talk TitleEnglishDescription
The OpenGL Framebuffer Object ExtensionPDFAll about render-to-texture and the new frambuffer object extension.
Image Processing Tricks in OpenGLPDFVarious useful image processing tricks, including histograms, recursive filters, and the discrete cosine transform.
OpenGL 2.0 and New ExtensionsPDFA look at OpenGL 2.0 and new ARB extensions.
Programming for SLI in OpenGLPDFHow to get the most of SLI for OpenGL applications.
OpenGL Performance ToolsPDFAn overview of the new NVShaderPerf and NVPerfKIT performance tools for OpenGL.
GPGPU: General-Purpose Computation on GPUsPDF PPTHow to use the power of the GPU for general-purpose computation.

Advanced OpenGL Debugging and Profiling with gDEBugger

PDFHow to use Graphic Remedy's gDEBugger tool to track down problems in OpenGL applications.

NVIDIA Sponsored Sessions and Other Talks

Synchronized audio and slides are available for most talks. A ZIP file of all the talks is also available.

Session/Talk TitleEnglishMultimediaDescription
Volume Rendering for GamesPDF

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All about efficient volume rendering and ideas for applying it to games.

Percentage-Closer Soft Shadows

* Highest quality movie

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Shadow map-based soft shadows with correct perceptual cues such as penumbras that harden on contact.
All About SLIPDF

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Background on SLI and how it works, as well as tips on how to get the most out of it.
Introduction to Wireless Media Processors (WMPs)PDF

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An introduction to the world of Wireless Media Processors (WMPs).
Coming to a Pixel Near You: Mobile 3D Graphics on the GoForce WMPPDF

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All about the GoForce 3D 4500 and 4800 Wireless Media Processors (WMPs).
The NVIDIA Performance Analysis Tools PDF

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An overview of current and upcoming performance tools.

Pipeline Integration with FX Composer

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How to make the most of FX Composer 1.6, including DXSAS, plugins, and scripting. Also includes a preview of FX Composer 2.

Creating Real Shaders with FX Composer

PDFA variety of useful techniques and shaders for real-world applications.

The NVIDIA Developer Toolkit

PDFAn overview of the NVIDIA Developer Toolkit, which includes numerous tools, SDKs, sample shaders, and more.
GPU Gems 2 Showcase: Per-Pixel Displacement Mapping with Distance FunctionsPDF

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A new technique for high quality and efficient emulation of displacement mapping while rendering just a single quad.
GPU Gems 2 Showcase: Terrain Rendering Using GPU-Based Geometry ClipmapsPDF

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A GPU-accelerated technique for efficient terrain rendering.
GPU Gems 2 Showcase: Dynamic Ambient Occlusion and Indirect LightingPDF

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How to compute ambient occlusion efficiently using the GPU, and how to apply it to indirect lighting computations.