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If you are currently developing interactive, entertainment applications for mobile devices, then The Mobile Game Innovation Hunt at GDC Mobile 2007, is for you.  GDC Mobile takes place Monday, March 5 and Tuesday, March 6 at the Moscone Convention Center North in San Francisco, Calif. during GDC 2007, and the Mobile Game Innovation Hunt takes place Monday, March 5.

The Mobile Game Innovation Hunt will give 12-15 mobile developers and publishers the opportunity to pitch their most innovative game to a panel of expert judges (U.S. and international operators) and the audience in three-minutes! Go here for more information: http://www.gdconf.com/conference/gdcmobile_hunt.htm and as the proud sponsor of the GDC Mobile Game Innovation Hunt, we look forward to seeing your creations!

Haven’t registered yet for GDC Mobile yet? Do so before 01/31 and save up to 35% your GDC Mobile conference pass.


01/29/2007 | Direct link

This video podcast,  produced by NVIDIA, powerfully demonstrates performance coding techniques for graphics processing on handheld devices that maximize 3D graphics performance for C++ applications coded using OpenGL ES. The podcast is fast-paced and visually compelling, presenting tips on matrix management, vertex lighting, visibility determination, and on how to generate convincing volumetric explosions. It brings all the tips together by showing a 64-spaceship battle scene with dynamic lighting and explosions running at 30 fps on a mobile phone.

Khronos Podcast
YouTube Video


01/24/2007 | Direct link

This update of our DirectX 9 SDK includes:

  • Coverage-Sampled Antialiasing (CSAA) Tutorial
  • Virtual Shadow Depth Cube Textures code sample
  • Added support for GeForce 8 Series GPUs
  • Minor improvements to: Improved Skinning, Dynamic Ambient Occlusion, and GPU Video effects samples

NVIDIA SDK 9.51 Download Page
NVIDIA SDK 9.51 List of Code Samples


01/17/2007 | Direct link

NVPerfHUD 4.2 includes multithreading improvements for applications based on UnrealEngine 3, as well as minor bug fixes.

NVPerfKit page
NVPerfHUD page


01/17/2007 | Direct link

CSAA produces antialiased images that rival the quality of 8x or 16x MSAA, while introducing only a minimal performance hit over standard (typically 4x) MSAA. It works by introducing the concept of a new sample type: a sample that represents coverage. This differs from previous AA techniques where coverage was always inherently tied to another sample type. In supersampling for example, each sample represents shaded color, stored color/z/stencil, and coverage, which essentially amounts to rendering to an oversized buffer and downfiltering. MSAA reduces the shader overhead of this operation by decoupling shaded samples from stored color and coverage; this allows applications using antialiasing to operate with fewer shaded samples while maintaining the same quality color/z/stencil and coverage sampling. CSAA further optimizes this process by decoupling coverage from color/z/stencil, thus reducing bandwidth and storage costs.

Read the full CSAA white paper


01/03/2007 | Direct link

Work with the most exciting high-performance computing applications, on cutting-edge computational systems, with developers throughout the world. Interact closely with the architecture and software teams at NVIDIA to ensure the best possible performance, results, and developer experience on current-generation hardware, and on determining trends and features for next-generation architectures. Work with the latest GPU technology to develop parallel software solutions for applications in a variety of fields including geophysics, medicine, computational biology, imaging, and entertainment. Support, evangelize, and influence NVIDIA GPU Computing and CUDA technologies. Develop and implement new data-parallel algorithms and systems, create technical demos, write whitepapers and present your work at conferences. Collaborate with external software developers on optimizing their products for NVIDIA technology.

Continue reading "Job: Developer Technology Engineer, GPU Computing" »


01/03/2007 | Direct link

PerfHUD