2016 was a huge year for NVIDIA at GDC. We announced a raft of new technology including volumetric lighting, VXAO and HFTS shadows. Check out links to the presentations below.
This session will do a deep dive into all the latest performance advice on how to best drive DirectX 12, including work submission, render state management, resource bindings, memory management, synchronization, multi-GPU, swap chains and the new hardware capabilities.
File: Practical DirectX 12
Give life to your 3D art with Material Definition Language (MDL) and NVIDIA Iray in Substance Painter
File: MDL + SUBSTANCE PAINTER
Welcome to our talk about High-performance, Low-Overhead Rendering with OpenGL and Vulkan. Lars and I are with NVIDIAs developer technology teams. He’s been focusing on mobile side things and I’ve been focusing on the desktop side of things.
In this session we'll talk about DirectX 12: more control & responsibilities, How to efficiently drive DirectX 12 on NVidia GPUs, New DirectX 12 programming model use cases, and DirectX 12 & 11.1 new hardware feature use cases.
In this session we'll talk about Frustum Tracing, rregular Z-Buffer, Dynamic Reprojection , Conservative Rasterization, and more.
In this talk we’ll discuss background & motivation, Algorithm overview, and Integration into Fallout 4.
In this talk, we'll discuss: What is AO and why is it SS?, Is screen space enough? , HBAO+ Ultra, Voxel Ambient Occlusion, and VXAO integrations.
In this talk, we'll discuss: An excursion in temporal super sampling, Stable Specular Highlights, and Shader Programming: What's Next?
In this talk we'll discuss VRWorks Features such as, Multi-Res Shading & VR SLI, as well as UnrealEngine 4 Integration.
In this talk we'll discuss designing (and programming) for success on Marshmallow
In this talk we'll discuss streaming games from the Cloud with GeForce NOW™