NVIDIA AT GDC 2016
March 16th-18th | San Francisco, CA

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.

Advanced Graphics Techniques Tutorial Day: Practical DirectX 12 - Programming Model and Hardware Capabilities

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

  • Alex Dunn (Developer Technology Engineer - Graphics, NVIDIA)
  • Gareth Thomas (Developer Technology Engineer, AMD)
MDL + SUBSTANCE PAINTER

Give life to your 3D art with Material Definition Language (MDL) and NVIDIA Iray in Substance Painter

File: MDL + SUBSTANCE PAINTER

  • Manuel Kraemer

High-Performance, Low-Overhead Rendering with OpenGL and Vulkan

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.

File: OpenGL and Vulkan pdf
Video

  • Mathias Schott (Sr. Developer Technology Engineer, NVIDIA)
  • Lars M. Bishop (Sr. Developer Technology Engineer, NVIDIA)

Advanced Rendering with DirectX®

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.

File: Advanced Rendering with DirectX®
Video

  • Holger Gruen (Sr. Developer Technology Engineer, NVIDIA)

Advanced Geometrically Correct Shadows for Modern Game Engines

In this session we'll talk about Frustum Tracing, rregular Z-Buffer, Dynamic Reprojection , Conservative Rasterization, and more.

File: Advanced Geometrically Correct Shadows for Modern Game Engines
Video

  • Jon Story

Fast, Flexible, Physically-Based Volumetric Light Scattering

In this talk we’ll discuss background & motivation, Algorithm overview, and Integration into Fallout 4.

File: Fast, Flexible, Physically-Based Volumetric Light Scattering
Video

  • Nathan Hoobler (Developer Technology, NVIDIA)

Advanced Ambient Occlusion Methods for Modern Games

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.

File: Advanced Ambient Occlusion Methods for Modern Games
Video

  • Andrei Tatarinov (Senior Developer Technology Engineer, NVIDIA)
  • Alexey Panteleev (Senior Developer Technology Engineer, NVIDIA)

From the Lab Bench: Real-Time Rendering Advances from NVIDIA Research

In this talk, we'll discuss: An excursion in temporal super sampling, Stable Specular Highlights, and Shader Programming: What's Next?

File: An excursion in temporal super sampling
File: Stable Specular Highlights
File: Shader Programming: What's Next?
Video

  • Marco Salvi
  • Anton S. Kaplanyan (Research, NVIDIA)
  • Tim Foley

Raise your Game with NVIDIA® GeForce® Tools

File: Coming Soon
Video


Rendering Faster and Better With NVIDIA VRWorks™ VR in UE4

In this talk we'll discuss VRWorks Features such as, Multi-Res Shading & VR SLI, as well as UnrealEngine 4 Integration.

File: Rendering Faster and Better With NVIDIA VRWorks™ VR in UE4
Video

  • Cem Cebenoyan

Vulkan and NVIDIA – The Essentials

In this talk we'll discuss Vulkan and NVIDIA.

File: Vulkan and NVIDIA – The Essentials
Video

  • Tristan Lorach

Designing a VR renderer and engine for modern CPU/GPUs using MaxPlay’s Game Development Suite (GDS) sponsored by NVIDIA

File: Coming Soon
Video


Android TV Gaming: Designing (and Programming) for Success on Marshmallow

In this talk we'll discuss designing (and programming) for success on Marshmallow

File: Android TV Gaming: Designing (and Programming) for Success on Marshmallow
Video

  • Lars M. Bishop (Sr. Developer Technologies Engineer, NVIDIA)

Borderlands: The Pre-Sequel on Android - AAA porting with NVIDIA CodeWorks

File: Coming Soon
Video


Streaming Games from the Cloud with GeForce NOW™

In this talk we'll discuss streaming games from the Cloud with GeForce NOW™

File: Streaming Games from the Cloud with GeForce NOW™
Video

  • Phil Eisler (General Manager, NVIDIA)

Indie Guide to Leveraging Industry Partnerships

File: Coming Soon
Video


Magical Realism: The Art of Creating Everest in Your Living Room with VR

File: Coming Soon
Video