Vancouver, BC
The SIGGRAPH 2010 conference was a great success, and we thank all of you that attended. For those that couldn't attend, we are pleased to offer selected theater presentations and sponsored sessions below. For convenience, all links on this page will open in a new window.

NVIDIA Theater Presentations from SIGGRAPH 2010

Quadro to the Power of Fermi
Scott Fitzpatrick, Product Manager, NVIDIA
Computational Visualization in Medicine
Shalini Venkataraman, Applied Engineer, NVIDIA PSG
Introduction to CUDA 
Jason Sanders, Senior Software Engineer, NVIDIA
NVIDIA Parallel Nsight Developer Tools
Kumar Iyer, Product Manager, NVIDIA
Quadro to the Power of Fermi
Scott Fitzpatrick, Product Manager, NVIDIA
Quadro to the Power of Fermi
Scott Fitzpatrick, Product Manager, NVIDIA
NVIDIA Parallel Nsight Developer Tools
Kumar Iyer, Product Manager, NVIDIA

NVIDIA-Sponsored Sessions

iray and Cloud Computing , Alexander Keller (mental images)

Nsightmental images’ neuray and RealityServer product platforms use CUDA capable GPUs to revolutionize the rendering landscape for3D cloud computing. Hybrid solutions based on these products will deliver photorealistic real-time rendering results to any web connected client, including mobile phones and media tablets. In this talk, we will present:

  1. iray - mental images’ physically correct, GPU accelerated “virtual camera” system, as incorporated into these platforms
  2. Hybrid solutions, incorporating GPU graphics pipeline rendering in combination with iray, providing photorealistic content interaction to large numbers of users simultaneously in the cloud.
  3. The RealityServer 3D cloud rendering platform.

OpenGL 4.0 for 2010, Barthold Lichtenbelt and Mark Kilgard (NVIDIA Corporation)

OpenGL 4.0 updates the OpenGL standard by bringing the very latest in cross-platform graphics acceleration and functionality to personal computers and workstations. OpenGL 4.0 is available today and exposes the fully graphics functionality of NVIDIA's latest Fermi-based GPUs. Learn from NVIDIA's experts what's new in OpenGL 4.0. Topics discussed include programmable tessellation, Shader Model 5.0 features in GLSL, per-sample shading, texture cube map arrays, per-color buffer blending, new transform feedback support, and new texture buffer formats. The session also covers Cg 3.0 and its ability to pre-compile shaders for NVIDIA's low-level NV_gpu_program5 extension targeting Shader Model 5.0. Also covered are leading-edge OpenGL features such as Bindless Graphics and new low- and high-dynamic range texture compression formats. For pre-Fermi GPUs, OpenGL 3.3 provides updates OpenGL 3.x to fully standardize the feature set of Shader Model 4.0 GPUs. OpenGL 3.3 adds texture swizzling, extended blending, updated occlusion queries, sampler objects, timer queries, instanced arrays, and new texture formats. Everything in OpenGL 3.3 is available in OpenGL 4.0 as well. Also learn about OpenGL interoperability with CUDA and OpenCL. NVIDIA respects your programming investment in OpenGL; NVIDIA is committed to industry-leading OpenGL functionality, conformance, and performance without concern that deprecation by other vendors will take away features from OpenGL. Whether using old or new functionality, your OpenGL applications "just work" and at full hardware speed. Attend this session to get the most out of OpenGL on NVIDIA GPUs.

Parallel Nsight: GPU Computing and Graphics Development in Visual Studio, Jeff Kiel and Kumar Iyer (NVIDIA Corporation) [Accompanying demo here]

NsightParallel Nsight is NVIDIA's new development environment for GPU Computing and graphics applications, fully integrated into Microsoft Visual Studio. Parallel Nsight is the industry's first massively parallel GPU debugger, and introduces hardware GPU debugging and combined CPU/GPU performance analysis tools.

In this session, attendees will learn how Parallel Nsight enables developers to:

  • Set hardware breakpoints and step through code running on the GPU, such as CUDA C Kernels and Direct3D HLSL shaders, while examining memory and variables
  • Visualize an application's API calls and workloads across the CPU and GPU
  • Inspect textures and GPU pipeline state at any time during your application's run.

Parallel Nsight supports many common GPU Computing/graphics APIs, including CUDA C, OpenCL, DirectCompute, Direct3D, and OpenGL.

Rapid GPU Ray Tracing Development with NVIDIA OptiX, Austin Robison (NVIDIA Corporation)

NsightLearn how to use NVIDIA OptiX to quickly develop high performance ray tracing applications for interactive rendering, offline rendering, or scientific visualization.


Building Cutting-Edge Real-time 3D Applications, Holger Kunz and Phillip Miller (NVIDIA Corporation)

NsightLearn how NVIDIA SceniX is a rapid start to building state of the art, realtime 3D applications, and how raytracing can be combined with raster graphics for new levels of interactive realism.




 

APEX : Creating scalable immersive game environments, Monier Maher, Hermes Lanker, and Aron Zoellner (NVIDIA Corporation)

In this talk we show how the NVIDIA APEX framework and modules empower artists to quickly generate interactive and immersive environments. We present the latest tools and show real-time examples of authoring physically simulated clothing, destructible environments, as well as various particle effects which enhance the game experience significantly. We also show how art assets can be easily scaled down to adapt to different compute platforms (from PC's to consoles) and therefore provide a truly immersive game experience on PCs as well as consoles.