GDC 2018 was a big show for NDIVIDA. We made some exciting announcements about new technologies, and made major updates to some of our most popular features. We reviewed the latest developments in deep learning for game developers, announced our new graphics debugger, and kicked off the public release of NVIDIA Highlights and ANSEL Photo Mode. Check out these great sessions!

    Sponsored Sessions

    Wednesday, March 21st | Room: 3022

    • Ray Tracing in Games with NVIDIA RTX

      Session Description: NVIDIA will show how RTX, DXR along with GameWorks, Ray Tracing can revolutionize gaming by significantly boosting the real-time rendering quality as well as accelerating the content creating process. In particular, NVIDIA will show state of the art real-time denoising technologies from GameWorks that will drastically bring down the cost of ray traced rendering of area light soft shadows, ambient occlusions, and glossy reflections so they become practical for real-time rendering. In addition NVIDIA will showcase how RTX and DXR can be used to conveniently implement offline light transport algorithms like path tracing in your game engine, and show the power of that for content creation process. Finally NVIDIA will also provide some tips and guideline for integrating DXR into your engine, and discuss open challenges.

      Speakers: Ignacio Llamas, Senior Manager, Real Time Rendering Software & Edward Liu, Senior Real Time Rendering Engineer

      Slides |

    • The Ray + Raster Era Begins - an R&D Roadmap for the Game Industry

      Session Description: Morgan McGuire and Petrik Clarberg will discuss how real-time ray tracing unlocks dynamic global illumination and streamlines game development workflow. Nir Benty will discuss how these sea-changes affect the next version of Falcor, NVIDIA's open source R&D rendering framework.

      Speakers: Morgan McGuire, Distinguished Research Scientist | Petrik Clarberg, Senior Research Scientist | Nir Benty, Senior Graphics Software Engineer

      Slides |

    • Temporal Super-Resolution

      Session Description: Marco Salvi will present a simple, but powerful extension to temporal anti-aliasing that combine anti-aliasing and super-resolution. The resulting algorithm, TSRAA, adds only a small runtime cost, is easier to integrate into a rendering engine than complex schemes like checkerboarding, and allows for flexible amounts of super-resolution.

      Speaker: Marco Salvi, Principal Research Scientist

    • Advances in Real-Time Voxel-Based GI

      Session Description: Voxel based lighting has been around for a few years, but very few games have actually used it so far. In this session, we’re going to discuss VXGI, the Nvidia’s voxel based lighting solution, and uncover some recent improvements that aim to make it more practical and useful even for VR games on present day graphics hardware. We will also discuss how simple, planar area lights can be efficiently implemented with a combination of voxel-based occlusion and analytic irradiance calculations.

      Speakers: Alexey Panteleev, Senior Developer Technology Engineer & Rahul Sathe, Senior Developer Technology Engineer

      Slides |

    • Real-time raytracing for Interactive Global Illumination Workflows in Frostbite

      Session Description: In this talk, Frostbite Rendering will present the results of ongoing R&D being conducted on our high quality static light baking solution (Flux) to reach the goal of an interactive GI workflow for artists. We will describe the techniques we applied to migrate our lightmap renderer to GPU using DXR. Flux is used in Star Wars Battlefront II, FIFA and Madden.

      Speakers: Sébastien Hillaire, Senior Software Engineer, Frostbite

    • Real-time Raytracing for Interactive Global Illumination Workflows in Frostbite & Shiny Pixels and Beyond: Real-Time Raytracing at SEED

      Session Description: In this talk, we will present results from the real-time raytracing research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We will explain in detail several techniques from “PICA PICA”, a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The approaches presented here are intended to inspire developers and provide a glimpse of a future where real-time raytracing powers the creative experiences of tomorrow.

      Speakers: Colin Barré-Brisebois, Senior Software Engineer & Johan Andersson, Technical Fellow

    Thursday, March 22nd | Room: 3022, 2035, & 3014 (South Expo Floor)

    • Nvidia Physics: New Simulation Features

      Session Description: In this talk we will discuss new aspects and features developed for the NVIDIA simulation libraries. We will present a new rigid body solver and a new articulation system targeted at robotics, that offer improved overall accuracy and robustness. We will give an overview on the NVIDIA Blast destruction library and the corresponding Unreal plugin. Further we will present the new Unity plugin for the Flex particle-based simulation library.

      Speakers: Michelle Lu, Senior Software Engineer | Kier Storey, Devtech Manager | Simon Schirm, PhysX and FLEX Project Lead | Bryan Galdrikian, Blast Project Lead


    • Using artificial intelligence to enhance your game 2 of 2

      Session Description: Machine learning has revolutionized many important fields, ranging from computer vision and natural language processing to healthcare and robotics. In two sessions, Microsoft and NVIDIA will discuss how developers can embrace machine learning methods for graphics and gaming. We’ll cover both gaming use cases and applications for machine learning as well as how to best leverage recent GPU hardware for machine learning workloads.

      Speaker: Yury Uralsky Distinguished engineer, GPU Architecture | Stuart Schaefer, Partner Software Architect, Microsoft | Daniel Kennett, Microsoft

      Slides |

    • Deep Learning for Game Developers

      Session Description: Deep learning continues to find new applications in many domains relevant to game developers. In this talk, we will discuss research on some of the most interesting new ways to apply deep learning to problems such as content creation, graphics, text, and speech. This talk will give you a sense of the current capabilities of deep learning, as well as where the field is headed.

      Speaker: Bryan Catanzaro VP, Applied Deep Learning Research

      Slides |

    • Deep Learning for Animation and Content Creation

      Session Description: In this talk, the speakers examine tools and technologies that NVIDIA’s GameWorks team is building to leverage the power of Deep Learning for content creation. They demonstrate recent research into ways that Deep Learning networks can be used to generate realistic looking human animation, and talk about how to use GPUs for high performance runtime inferencing of networks in modern games. The talk also covers the latest work in applying deep learning to texture synthesis and super resolution (including video) using both cloud and client based approaches.

      Speakers: Gavriel State, Senior Director, System Software & Andrew Edelsten, Director, Developer Technologies (Deep Learning)

    • NVIDIA GameWorks Technologies in Final Fantasy XV, behind the scenes

      Session Description: Improving visual fidelity in modern games is a challenging task and Final Fantasy XV was not an exception. Doing this requires detailed analysis of the game engine to come up with a list of technologies which would naturally fit into existing content. The existing game was already very high fidelity. With all the resources and excellent cooperation from Square Enix Business Division 2 we were ready to take risks and tried to utilize every single piece from GameWorks to make the fantasy become a bit more real.

      Speakers: Masaya Takeshige, Senior Development Technology Engineer & Evgeny Makarov, Senior Developer Technology Engineer

      Slides |

    • Beyond performance; Introducing NVIDIA's new Graphics Debugger

      Session Description: In this session, the Developer Tools team at NVIDIA will present a powerful new tool for graphics debugging and profiling. We’ll demonstrate features like Pixel History, Events Viewer and Resource Viewer, as well as advanced profiling functionality like the Range Profiler. In addition, we’ll have some exciting new features to show that we hope will become an essential part of every programmers arsenal for debugging graphics applications. The key takeaway will be a strong understanding of our tools and how to make them an everyday part of your development process.

      Speakers: Aurelio Reis, Director of Graphics Developer Tools & Dan Price Engineering Manager, Graphics Developer Tools

      Slides |

    • Fixing the Hyperdrive - Maximizing Rendering Performance on NVIDIA GPUs

      Session Description: With the release of Nsight 5.5, a subset of the key GPU hardware metrics we have been using at NVIDIA to come up with driver-side and application-side optimizations are finally available to all DX11 and DX12 developers.

      This talk will start with a general theoretical overview of our performance triage method. It will then show examples of how our method can be applied to triage and speedup various GPU workloads that suffer from non-obvious pathologies, such as suboptimal resource binding on DX12 impacting the latencies of texture fetch instructions.

      Speaker: Louis Bavoil, Principal engineer

      Slides |

    Friday, March 23rd | Room: 3022, 3001, & 3003

    • NVIDIA Vulkan Update

      Session Description: Two years after release, Vulkan is a mature and full-featured low-level graphics API, with significant adoption in the developer community.

      NVIDIA will present a status update on our Vulkan software stack. We will cover latest Vulkan developments, including extensions, software libraries and tools. We will also cover best practices and lessons learned from our own work with the Vulkan API in the past year.

      Speaker: Nuno Subtil, Senior Developer Technology Engineer


    • Aftermath – Advances in GPU Crash Debugging

      Session Description: An update on what’s been happening in the world of TDR debugging and NVIDIA’s ‘Aftermath’ technology. With the increasing complexity of rendering APIs and GPU technology, we need to find a better way of debugging issues that present on the GPU. Since the release of Aftermath last year there has been many changes and improvements in this pivotal area; in this session we’ll recap where we are and review the latest and greatest!

      Speaker: Alex Dunn, Senior Developer Technology Engineer

      Slides |

    • Capture Amazing Content with NVIDIA Ansel Photo Mode and Highlights Video Capture Tool

      Session Description:In this talk, we will show how to easily integrate GeForce Experience platform features like NVIDIA Ansel photo mode and NVIDIA Highlights video recording.

      NVIDIA Ansel allows gamers to compose and style photos as well as capture 360 photospheres and HDR images. NVIDIA Highlights allows gamers to automatically capture their best moments through developer-defined game events.

      Speaker: Bryan Dudash, Senior Manager Developer Technology


    • Advances in the HDR Eco-System

      Session Description: HDR display devices have received much attention recently. However, most of the focus has been on TVs, making it difficult for production pipelines and PC gamers. With desktop HDR such as G-SYNC HDR becoming mass market, now is a great time to take a fresh look at our pipelines. This talk will cover the standards and technologies behind HDR from a PC perspective with a dive into some color science to help understand the complexity of it all. Ultimately, it will boil this down to practical advice for game developers.

      Speaker: Evan Hart, Principal Engineer

      Slides |

    • Accelerating your VR Games with VRWorks

      Session Description: Across graphics, audio, video, and physics, the NVIDIA VRWorks suite of technologies helps developers maximize performance and immersion for VR games. We'll explore the latest features of VRWorks, explain the VR-specific challenges they address, and provide application-level tips and tricks to take full advantage of these features, whether you use your own home-grown engine or one like Unreal Engine or Unity. Special focus will be given to the newest technologies in VRWorks, with an emphasis on the most relevant bits to game developers.

      Speaker: Cem Cebenoyan, Director of Engineering