GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, the first in our series of award-winning series of Gems books, is now available for free reading in HTML. The HTML version contains the entire text of the original Frontline-award-winning book.
With over 40 authors from game studios, movie effects, academia, and hardware companies, this is an instantly-invaluable web resource.
Main GPU Gems Page: http://developer.nvidia.com/gpugems
As a follow-up to his presentation at GDC 2008, Eric Preisz has created an illustrated writeup on Optimizing Marble Blast Ultra. (PDF, 1.2MB). Eric details how he used NVIDIA PerfHUD for this task, as recounted also during the GPU Performance Session at GDC.
We've published a new user guide, available in HTML or PDF form, covering the use of Standard Annotations and Semantics ("SAS") in NVIDIA's FX Composer and the NVIDIA Shader Library. This new document collects the previously-scattered info on SAS, includes examples of scripting, and also covers CgFX.
URL: http://developer.nvidia.com/object/using_sas.html
Call for Participation
NVISION 2008 Game Developer Conference
August 25-27, 2008, San Jose, California
Proposal Deadline: April 4th, 2008
NVISION IS THE FIRST-EVER VISUAL COMPUTING MEGA-EVENT. It is big and far-reaching enough to gather together top visual computing professionals, world-class gamers, innovative artists and designers, and cutting-edge researchers to share their ideas, experiences, and passions.
In the spirit of our award-winning GPU Gems series, NVISION will incorporate a game development conference to showcase the best new ideas and techniques for the latest programmable GPUs. We are actively seeking the participation of game developers to present their techniques in a one-hour, informal format at NVISION.
NVISION presents a terrific opportunity for developers not only to share their ideas with their developer peers, but also to attract the attention of a wider press and gaming's most-elite player base, who will be attending the NVISION LAN Fest -- expected to be the world's largest.
NVIDIA is looking for innovative ideas from leading game developers who are using GPUs in new ways to create stunning graphics and cutting-edge applications, and who can present their techniques in a one-hour, informal format at NVISION. We prefer techniques and ideas that are broadly useful to GPU programmers and that can be integrated into their applications -- applications including graphics, game physics, and non-graphic GPU supercomputing for games using CUDA.
Speakers will be brought to San Jose as guests of NVIDIA and NVISION, and will also receive our gift of some of the very latest cutting-edge development hardware, and unique, exclusive time with the NVIDIA developer technology group.
If you would like to participate in NVISION, please read the following submission guidelines. The deadline for initial submissions is April 4th, 2008. If your proposal is accepted, you will be notified by April 10th, and will have the remaining time until late August to prepare your presentation. NVIDIA will be able to supply guidance, templates, and help to ensure that your presentation goes off without a hitch.
Continue reading "NVISION Call for Participation" »
This whitepaper explains different normal map compression schemes and presents two highly optimized algorithms that achieve real-time performance on both the CPU and GPU. Because this type of algorithm is highly amenable to the GPU's architecture, the algorithm runs 28 times faster on the GPU when compared to an optimized CPU implementation.
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Example of an object-space normal map (left), and the same normal map in tangent-space (right). |
Another additon to our GDC2008 Page: videos of the NVIDIA sponsored sessions. These videos show what a slide deck cannot: the original speaker(s) and their on-the-spot demonstrations of interactive NVIDIA technology. Four videos are available: