FX Composer 2 is a powerful integrated development environment for shader authoring. With support for DirectX and OpenGL, HLSL, COLLADA FX, and CgFX, as well as .fbx, .x, .3ds, .obj, and .dae formats, FX Composer provides true cross-platform functionality.
We strongly recommend that you read through the Quick Tutorial (linked from FX Composer's new Start Page), as well as the User Guide (also linked from FX Composer's Start Page) to get a good understanding of FX Composer's extensive capabilities. These include Shader Library integration, ShaderPerf analysis, animation support, COLLADA support, scripting, effect and project wizards, customizable toolbars and layouts, and much more.
More on the FX Composer 2 page.
PerfHUD 5 is a major step forward from PerfHUD 4, featuring numerous new features and improvements:
- DirectX 10 Support, GeForce 8800 GTX Support
- Microsoft Windows Vista Support (DirectX 9 and 10)
- Interactive usage model
- Shader edit-and-continue
- Render state edit-and-continue
- Revamped customizable user interface
- Numerous other improvements…
More on the PerfHUD 5 page
This public beta of PerfHUD includes 64-bit support for Windows XP and Vista, an updated driver, and minor bug fixes and improvements. We look forward to hearing your candid feedback on our developer forums, since it will help us to build a product that best suits your needs.
We're delighted to announce a new set of forums for you to be able to discuss our developer tools and get support from the engineers who created them. We also encourage members to share their experiences, tricks, and tips for using the tools. The forum is also the ideal place for you to provide feedback to our Developer Tools team.
In addition, there's a Cg forum so that you can discuss Cg-related topics directly with our Cg team
The public developer forums are located at developer.nvidia.com/forums. We hope to see you there often
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We are very happy to announce our first public beta of NVIDIA PerfHUD 5.
PerfHUD 5 is a major step forward from PerfHUD 4, featuring numerous new features and improvements:
-
DirectX 10 Support, GeForce 8800 GTX Support
- Microsoft Windows Vista Support (DirectX 9 and 10)
- Interactive usage model
- Shader edit-and-continue
- Render state edit-and-continue
- Revamped customizable user interface
- Numerous other improvements…
We strongly recommend that you read through our PerfHUD 5 Overview Slides, the Quick Tutorial, and the User Guide to get a good understanding of PerfHUD’s extensive capabilities.
We look forward to hearing your candid feedback on our developer forums, since it will help us to build a product that best suits your needs.
PerHUD 5 Beta 4
Public Developer Forums
NVIDIA will hold a full day of sessions on Wednesday, August 8th in the room 17B. Here’s the agenda:
9:30-10:30 am
Smoke, Fire and Water with Fluid Dynamics
11am – noon
NVIDIA FX Composer 2: Shader Authoring for Everyone
1:00-2:00 pm
GPU Gems 3 Sampler
- Summed-Area Variance Shadow Maps
Playable Universal Capture
2:30-3:30 pm
NVIDIA Perfkit 5: Optimize Your Application in Real-Time
4:00-5:00 pm
GPU Gems 3: Advanced Skin Rendering
More details on our SIGGRAPH 2007 page
This release candidate of FX Composer 2 includes various bug fixes and minor improvements, including better support for older Shader Model 2.0 GPUs. Please note that the shader templates generated by the shader authoring wizard use the ps_3_0 profile, but you can modify them to use ps_2_a if you have older hardware.
We encourage you to visit our public developer forums, where you can discuss FX Composer 2 with other users, as well as the development team. We look forward to seeing you there
The sample shows how to simulate and animate different kinds of lighting effects using DirectX10 features. The structure of a lightning beam is created by using fractal subdivision of line segments, efficiently implemented using geometry shaders and stream out. A geometry shader is then used to create camera facing billboards with a procedurally created color gradient. The atmospheric glow effect is implemented by downsampling and blurring the rendered bolts of lighting using a Gaussian filter kernel with separate extinction coefficients per color channel in order to fake atmospheric scattering.
Lightning Sample
SDK 10
Tools Page
This release includes a number of important improvements:
- 22% faster CUDA compressor (now 12.5x faster than the CPU implementation)
- Compiled/compatible with release NVIDIA CUDA Toolkit 1.0
- Added support for input DDS files, including cube maps
- Added support for input PSD files
- Added nvdecompress tool
- Added nvimgdiff tool
- Added nvddsinfo tool
- DXT3 & DXT5 CUDA compressors
- Faster DXT5n CPU compressor
- Several bug fixes
Please visit our new developer forums to share and discuss any suggestions or problems you may have.
Texture Tools 2 Alpha page.