GDC 2005
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 Title | English | Description |
Batching 4EVA | Tips for dealing with batching and other performance guidance. | |
Instancing and Floating-Point Specials | All about instancing and how to deal with floating-point specials like infinities and NaNs. | |
Special Effects in Direct3D | A collection of useful techniques, including particle systems, cloth simulation, antialising, ambient occlusion, and more. | |
Making Pretty Pictures with Direct3D | Case studies of interesting ways to use the GPU's power to achieve a variety of high-quality effects. | |
Far Cry and DirectX | How Far Cry uses various ps_2_* and ps_3_0 effects. |
Next-Generation Rendering with OpenGL
Session/Talk Title | English | Description |
The OpenGL Framebuffer Object Extension | All about render-to-texture and the new frambuffer object extension. | |
Image Processing Tricks in OpenGL | Various useful image processing tricks, including histograms, recursive filters, and the discrete cosine transform. | |
OpenGL 2.0 and New Extensions | A look at OpenGL 2.0 and new ARB extensions. | |
Programming for SLI in OpenGL | How to get the most of SLI for OpenGL applications. | |
OpenGL Performance Tools | An overview of the new NVShaderPerf and NVPerfKIT performance tools for OpenGL. | |
GPGPU: General-Purpose Computation on GPUs | PDF PPT | How to use the power of the GPU for general-purpose computation. |
Advanced OpenGL Debugging and Profiling with gDEBugger |
How 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 Title | English | Multimedia | Description |
Volume Rendering for Games | All about efficient volume rendering and ideas for applying it to games. | ||
Percentage-Closer Soft Shadows
* Highest quality movie |
Shadow map-based soft shadows with correct perceptual cues such as penumbras that harden on contact. | ||
All About SLI | 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) | An introduction to the world of Wireless Media Processors (WMPs). | ||
Coming to a Pixel Near You: Mobile 3D Graphics on the GoForce WMP | All about the GoForce 3D 4500 and 4800 Wireless Media Processors (WMPs). | ||
The NVIDIA Performance Analysis Tools | An overview of current and upcoming performance tools. | ||
Pipeline Integration with FX Composer |
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 |
A variety of useful techniques and shaders for real-world applications. | ||
The NVIDIA Developer Toolkit |
An 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 Functions | 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 Clipmaps | A GPU-accelerated technique for efficient terrain rendering. | ||
GPU Gems 2 Showcase: Dynamic Ambient Occlusion and Indirect Lighting | How to compute ambient occlusion efficiently using the GPU, and how to apply it to indirect lighting computations. |