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Icon_perfhud5We're proud to announce the release of PerfHUD 6 Beta - the latest version of the award winning Direct3D performance analysis tool.

PerfHUD 6.0 Beta includes many new features:

  • Supports GeForce 8 and 9 GPUs
  • SLI Support
  • Texture Visualization and Overrides
  • API Call List
  • Draw Call Dependency View
  • New CPU/GPU Timing graph
  • Instant Feedback (Hit F4 in PerfHUD to send comments/suggestions directly to the PerfHUD team)
  • And more!

Of course, just as in prior versions, PerfHUD 6.0 Beta includes three powerful analysis modes:

  • The Performance Dashboard, for monitoring your GPU usage in real-time.
  • The Frame Debugger, for examining the data associated with every draw call in your frame.
  • The Frame Profiler, an automated analysis mode that profiles your application on a draw call level.

Browse over to our Beta page to download the PerfHUD installer, and get documentation. You can also check out our first screencast for PerfHUD 6, which covers Texture Visualization and Overrides.


May 15, 2008 | Direct link

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


Mar 26, 2008 | Direct link

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.


Mar 25, 2008 | Direct link

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


Mar 24, 2008 | Direct link

This slide set lists all the recent and upcoming updates to various NVIDIA developer tools around the GDC 2008 time frame.  It covers software products such as PerfHUD 6.0, FX Composer 2.5, the NVIDIA Shader Debugger, our SDKs, and much more.

NVIDIA Developer Toolkit Overview (GDC 2008)


Feb 27, 2008 | Direct link

With GDC 2008 Expo opening today, be sure to visit the AGEIA PhysX booth (West Hall Meeting Rooms 15 & 16), and learn about  how NVIDIA and AGEIA will take physics on a GPU to new levels.

AGEIA's PhysX software is widely adopted with more than 140 PhysX-based games shipping or in development on Sony Playstation3, Microsoft XBOX 360, Nintendo Wii, and gaming PCs. By combining AGEIA’s powerful PhysX technology with NVIDIA’s industry-leading GPU architectures, we will ensure that gamers and developers alike take advantage of the most compelling physics on the market.

As these new engineering developments expand the market and possibilities for great in-game physics driven by GPU computation, we will also continue to support CPUs in keeping with the heterogeneous hardware/software model already pioneered by PhysX. Existing PhysX developers can continue to develop as before, and the PhysX SDK binaries still remain free to PC developers.

Physics is one of the next great opportunities for gaming innovation. It is a substantial and visceral differentiator for game developers and a tremendous improvement to the gaming experience. The combination of NVIDIA and AGEIA technologies will deliver that next-generation experience.


Feb 20, 2008 | Direct link

Just in time for GDC 2008, we've updated NVIDIA's accelerated and Open Source Texture Tools 2.

This update of Texture Tools 2 includes important improvements:

  • High quality filtering for mipmap generation and image resizing.
  • Added support for DXT1a format, and improved support for RGB and BC5 formats.
  • Improved documentation
  • And of course a handful of fixes to improve function & performance

Link to the public changelog for more details.


Feb 14, 2008 | Direct link

Gpu_gems_3_cover185CMP's Game Developer Magazine has named GPU Gems 3 as its 2007 Front Line Award winner in the Books category. Congratulations to all of the contributors and to the GPU Gems 3 team for their excellent work.

PerfHUD 5 was also named a Finalist in the Programming/Production category. The press release containing all of this year's winners is available here.


Jan 15, 2008 | Direct link

PerfHUD 5.2 has been released! It includes a number of improvements:

  • Visualization of multi-sampled render targets.
  • Allows for rendering of D3D10 backbuffers not initially set up to allow for a ShaderResourceView.
  • Various bug fixes

Download it here.


Jan 2, 2008 | Direct link

It introduces several new features and improvements:

  • New OpenGL profiles (gp4vp, gp4gp, and gp4fp) for GeForce 8 extensions
  • These expose new DirectX 10-class features including geometry shaders, bindable constant buffers for uniforms, texture arrays, first-class integer support and more
  • Support for Apple's new "Leopard" release of Mac OS X 10.5
  • New DirectX 9 profiles (hlslv and hlslf) to cross-translate Cg to HLSL
  • Documentation updates, including Cg Standard Library and standard CgFX states
  • New examples demonstrating texture-space bump mapping setup via a geometry shaders, shadow volume generation via a geometry shader, bindable constant buffers, and more
  • Improved compiler code generation
  • Runtime performance improvements
  • Compatibility with Cg 1.5

Find out more about Cg 2.0 here.


Dec 19, 2007 | Direct link

Thanks to the developers who have already responded to our 2007 Developer Survey, we've started right away in adding new features and tools to our developer web site. If you haven't let your voice be heard yet, here's your chance -- help us to guide our efforts, as we focus on creating the tools and programs that you really need to bring your next graphics project to a new level!

To accomodate the busy US Holidays, we are extending the period of the Developer Survey until Friday, December 7th.

As before, we are including each respondant in a drawing for one of four GeForce 8800 GTX 768MB graphics cards, or one of ten copies of the new must-have graphics book GPU Gems 3.

It only takes a few minutes, and you've got nothing to lose but plenty to gain. Press Here to begin!

Full URL (in case you want to mail this to a friend):

http://surveys.nvidia.com/index.jsp?pi=2dc4331c11781ef239e40760629659a0&s=66005


Nov 21, 2007 | Direct link

Cg 2.0 Beta has just been released, and includes many new features, such as new OpenGL profiles for GeForce 8 extensions, geometry shader support, and support for Mac OS X 10.5 (Leopard). Check out the the beta page or the release notes for more information.

Continue reading "Cg 2.0 Beta Released" »


Nov 5, 2007 | Direct link

PerfHUD 5.1 includes a number of improvements in response to developer requests:

  • Instrumented driver updated to 163.71
  • Compatibility with Managed and XNA applications
  • Tone map and save out textures and render targets (via context menu)
  • Show/hide graph channels in Performance Dashboard by double-clicking legend
  • CSV export of Frame Profiler data for offline analysis
  • Tooltip added to draw calls and state buckets to show entire performance marker stack
  • Screenshots are now uncompressed BMP to preserve quality
  • API specification for apps that create both DirectX 9 and DirectX 10 devices
  • Various bug fixes

Click to Download PerfHUD 5.1


Nov 1, 2007 | Direct link

This September release of Cg 1.5 fixes bugs introduced by the performance work in the August 2007 release.


Sep 29, 2007 | Direct link

This update includes numerous improvements to the NVSG SDK as well as a new VisSim demo, which illustrates the integration of physics (Bullet physics system), audio (OpenAL), and graphics through Producer, Cal3D, FreeType, and of course NVSG.


Sep 28, 2007 | Direct link

If you're excited about our developer tools or education efforts, you may want to check out these two new jobs.  If you're attending SIGGRAPH, we encourage you to come by our booth to chat with us.

Developer Education Program Manager (apply)

The successful candidate will produce world-class educational programs by harnessing various resources including:  webcasts, videos, books, forums, developer events, universities, and schools.  The candidate must have a significant understanding of the graphics APIs (OpenGL and DirectX). The successful candidate will serve as project manager/editor of all courseware and will work closely with engineers to extend and deepen the scope, distribution, and presentation of electronic and printed material. Strong written and communication skills and a passion for education are a must.

Qualifications:

  • BS or equivalent required. (Computer Science preferred, with programming experience)
  • Knowledge of computer graphics including DirectX and/or OpenGL
  • Knowledge of current web technologies is a plus
  • Proven ability to deliver high-quality projects on time


Developer Tools Product Manager
(apply)

In this role you will drive the development and promotion of world class developer tools and SDKs to create the ultimate development toolset for tomorrow's artists and GPU programmers. You will be responsible for product definition, product development schedules, product positioning, evangelism to developers, product launch, and development of the product perception with press and analysts.

Your technical background, excellent communication skills, intimate knowledge of the competitive landscape and persuasive personality allow you to aggressively position your product. You are comfortable presenting to a wide range of audiences. Technical depth developed in a software engineering or product management role supports your understanding of the design cycles for game development tools and helps you build credibility with the engineering teams you will work with. You enjoy problem solving, always looking for ways to overcome obstacles and ensure success of your products. Your passion to win focuses the whole team to deliver innovative products on schedule.

Minimum Requirements:

  • BS or equivalent required. (Computer Science preferred)
  • Familiarity with DirectX and/or OpenGL.
  • 2 to 5 years experience in computer graphics or in the computer software industry demonstrating the ability to deliver successful projects on time
  • Knowledge of production workflows from programmer to artist is a plus

Aug 2, 2007 | Direct link


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.


Jul 31, 2007 | Direct link

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


Jul 31, 2007 | Direct link

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.


Jul 27, 2007 | Direct link

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


Jul 23, 2007 | Direct link


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


Jul 19, 2007 | Direct link

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.


Jul 17, 2007 | Direct link


We are delighted to finally share our latest beta of FX Composer 2 with you.  This release includes numerous better support for foreign languages, Vista x64 fixes, and bug fixes.  Make sure to check out our new FX Composer 2 overview slide deck.


Jun 28, 2007 | Direct link

The latest versions of our CUDA toolkit and SDK provide everything you need to harness the GPU's power for any kind of computing.  This latest release of the CUDA SDK features several new samples, such as:

  • Binomial Option Pricing
  • Black-Scholes Option Pricing
  • Monte-Carlo Option Pricing
  • Parallel Mersenne Twister (random number generation)
  • Parallel Histogram
  • Image Denoising
  • Sobel Edge Detection Filter

Altogether you'll find more than 40 code samples that you can learn from and extend for your own projects. 
If you would like to work more closely with NVIDIA on a High-Performance Computing (HPC) project, please sign up to become a Tesla Registered Developer.

For the latest news about Tesla, please sign up for our newsletter.

CUDA Home page


Jun 25, 2007 | Direct link

We are pleased to unveil the cover of the upcoming “GPU Gems 3” book. This image has been rendered in NVIDIA’s “Human Head” demo, which features Doug Jones, who recently starred as the Silver Surfer in Fantastic Four: Rise of the Silver Surfer.

The book will be in full color, hard cover, and will contain 41 chapters, including “Advanced Skin Rendering”, which explains how to render ultra-realistic characters. GPU Gems 3 will be released at SIGGRAPH 2007 but can already be pre-ordered.

We will release more information about this project as we get closer to SIGGRAPH.


Jun 11, 2007 | Direct link

The MIT-licensed source code for our Texture Tools 2 is available at http://code.google.com/p/nvidia-texture-tools/

We encourage you to take a look, and to collaborate with us on making the tools even better.


May 4, 2007 | Direct link

We are currently considering hands-on training sessions at SIGGRAPH 2007 for both PerfKit 5 and FX Composer 2, which will be publicly available soon. Both products have been rearchitected to offer improved user interfaces as well as numerous new features.

Each tool's lab session will be approximately 2 hours long, and will give you the opportunity to learn about and experience using the tool, from the basics to advanced techniques.

The cost for each session will be roughly $200. This price includes a heavily discounted GeForce 8600 GT board that you will get to keep after the training.

To help us plan the scale and scope of the event, please take this quick survey: http://surveys.nvidia.com/index.jsp?pi=e3f382fa7c1372e3970d0799b950ee84

Thank you for your time.


May 2, 2007 | Direct link

Our GDC 2007 presentations are available for download:

NVIDIA FX Composer 2: A Comprehensive Shader Development Package
[download] Slides (PDF)

GPU Optimization with the Latest NVIDIA Performance Tools

[download] Slides (PDF)

GeForce 8800 OpenGL Extensions
[download] Slides (PPT)

NVIDIA Demo Team Secrets – Cascades
[download] Slides (.zip + movies)

NVIDIA Demo Team Secrets – Advanced Skin Rendering
[download] Slides (PDF)

Real-time volumetric smoke using D3D10
[download] Slides (PDF)

Soft shadows using hierarchical min-max shadow maps
[download] Slides (PDF)

How to make use of Direct3D10 now
[download] Slides (PDF)

GDC 2007 Page


Mar 22, 2007 | Direct link

This latest version is compatible with the latest versions of Visual C++ 2005 and contains several stability improvements from the last version

NVSG home page


Mar 14, 2007 | Direct link

We are pleased to demonstrate the latest version of our NVIDIA Developer Toolkit at GDC 2007, complete with six all-new software products for developers:

  • FX Composer 2. Featuring DirectX and OpenGL support via HLSL, Cg, and COLLADA FX, as well as powerful pipeline integration features for real production environments.
  • Shader Library. The world's largest shader library.
  • SDK 10. All-new code samples for DirectX and OpenGL.
  • GPU-Accelerated Texture Tools. Now more than 10x faster with GPU acceleration via CUDA, and support for DirectX 10 texture formats.
  • PerfHUD 5. Featuring powerful edit-and-continue for shaders and render states, customizable graphs, DirectX 10 and Vista support, and much more.
  • ShaderPerf 2. Support for vertex and pixel shader analysis as well as Release 100 drivers.

We are showing off all these tools at GDC in booth # 5134 and at our various sessions.  The Shader Library, SDK 10, GPU-Accelerated Texture Tools, and ShaderPerf 2 are now available for download.  Betas of FX Composer 2 and PerfKit 5 will be available soon after GDC.


FX Composer 2

Continue reading "Six All-New Tools Showcased at GDC 2007" »


Mar 6, 2007 | Direct link

Don't miss out on a chance to check out all our latest tools at our booth and talks at GDC:

  • PerfKit 5. Featuring powerful edit-and-continue for shaders and render states, customizable graphs, DirectX 10 and Vista support, and much more.
  • FX Composer 2. Featuring DirectX and OpenGL support via HLSL, Cg, and COLLADA FX, as well as powerful pipeline integration features for real production environments.
  • SDK 10.  All-new code samples for DirectX, OpenGL, and CUDA. 
  • Texture Tools.  Now more than 7x faster with GPU acceleration via CUDA, and support for DirectX 10 texture formats
  • Shader Library. The world's largest shader library.

Don’t forget to pick up a free NVIDIA Developer Toolkit DVD at our booth (#5134)!


Feb 15, 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


Jan 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


Jan 17, 2007 | Direct link

PerfGraph is a simple cross-platform performance monitoring application that uses NVIDIA's instrumented driver and NVPerfSDK to give a graphical representation of internal GPU counters.  You can also use the application to graph non-GPU counters, such as CPU usage.

This code has been released on SourceForge under the GNU General Public License (GPL) so that developers can easily modify, improve, and collaborate on the code.

NVIDIA PerfGraph on sourceforge.net


Dec 19, 2006 | Direct link

As you may know, we have an extensive collection of texture tools on our web site. We want to hear your feedback to help us prioritize our efforts and to ensure that we are building the best possible software for you.

Developers who complete the entire survey (with meaningful responses) will be entered into a raffle for one of 5 copies of Digital Texturing and Painting. Incomplete surveys or fictitious responses will automatically disqualify you from the raffle. Only legitimate developers are eligible for this survey.

This survey closes on Friday, January 12 at 11:59 pm Pacific Time.

Texture Tools Survey


Dec 19, 2006 | Direct link

We are pleased to announce NVPerfKit 2.1, the latest version of our comprehensive suite of performance tools for debugging and profiling OpenGL and Direct3D software applications for Windows and, for the first time, Linux.

New in this release:

- Release 90 driver support
- 32-bit and 64-bit Linux support (NVPerfSDK only)
- 64-bit Windows support
- Improved features in NVPerfHUD (including "take screenshot" [F10])
- Improved installer with automatic driver removal and installation

Also, don't forget to visit our brand-new NVPerfHUD screenshot gallery, which shows top game titles being analyzed by their developers using NVPerfHUD.


Oct 26, 2006 | Direct link

• State of the Art Cross-Platform Shader Development with FX Composer 2
[pdf in English, Japanese]

• Introduction to DX10
[pdf in English, Japanese]

• DX10 Performance and usage considerations
[pdf in English, Japanese]

• Physics Simulation on NVIDIA GPUs
[pdf in English, Japanese]

For more details, go to our CEDEC 2006 page.


Oct 17, 2006 | Direct link


SIGGRAPH 2006

Physics on NVIDIA GPUs
State of the Art Cross Platform Shader Development
Next Generation Effects in DirectX10
Optimize Your GPU with the Latest NVIDIA Performance Tools
(including Linux Performance Tools)

More details on our SIGGRAPH 2006 page.

Develop 2006

Shaders: The Sky is the Limit
Optimize Your GPU with the Latest NVIDIA Performance Tools
Next Generation Games with Direct3D10

More details on our Develop 2006 page.


Oct 17, 2006 | Direct link

siggraph_logo_234x175.jpg

Real-time graphics is going to leap forward again. API are becoming more flexible than ever before allowing a new class of effects and improved developer tools increase performance and productivity on many platforms, including Linux. We invite you to attend the following tutorials:

• Next Generation Programmability in OpenGL
• Physics on NVIDIA GPUs
• State of the Art Cross Platform Shader Development
• Next Generation Effects in DirectX10
• Optimize Your GPU with the Latest NVIDIA Performance Tools (including Linux Performance Tools)

At the end of each session a high-end NVIDIA graphics card will be given away. To participate, swipe your badge at the entrance and get a raffle ticket.

For more details, go to our SIGGRAPH 2006 page.


Oct 17, 2006 | Direct link

NVIDIA Engineers will demonstrate tools to improve shading quality and graphics performance on current projects. They will also talk about what you should absolutely know for your next Direct3D10 title. Do not miss these sessions at the Develop Conference held in Brighton, UK.

Shaders: The Sky is the Limit. NVIDIA and Sony joint presentation
(Thursday July 13th, from 11am - noon)

Optimize Your GPU with the Latest NVIDIA Performance Tools
(Thursday July 13th, from 1:30pm - 2:30pm)

Next Generation Games with Direct3D10
(Thursday July 13th, from 3:00pm - 4:00pm)

Visit our Develop 2006 page for more details.


Oct 17, 2006 | Direct link

Frame_Profiler_250.jpg
NVPerfHUD 4's New Frame Profiler
 
NVPerfSDK's Sample Application

We are proud to release NVPerfKit 2, a comprehensive suite of performance tools to help debug and profile OpenGL and Direct3D applications. NVPerfKit gives you access to low-level performance counters inside the driver and hardware counters inside the GPU itself. The counters can be used to determine exactly how your application is using the GPU, identify performance issues, and confirm that performance problems have been resolved.

A major new component in NVPerfKit 2 is NVPerfHUD 4. This latest version of our real-time performance analysis tool now features automated performance analysis, access to GPU performance counters, updated and improved performance graphs, and much more. In a recent survey, over 100 NVPerfHUD 4 users reported an average performance improvement of 34.8% by using NVPerfHUD 4 to tune their applications.  These users also reported that NVPerfHUD 4 helped them find an average of 11 rendering bugs during development. (Results were obtained from individuals using a variety of system configurations and applications. Individual results may vary.)

NVPerfKit 2 consists of the following components:

  • Instrumented Driver
    • Interfaces with graphics API and GPU to provide performance counter data
    • Automatically installed by NVPerfKit installer
  • NVPerfHUD 4
    • Advanced real-time analysis of Direct3D applications
  • NVPerfSDK
    • NVPerfAPI for accessing GPU signals in your applications
    • Sample code and helper classes for OpenGL(tm) and DirectX(tm) applications
    • NVIDIA Developer Control Panel and instrumented driver
  • NVIDIA Plug-in for Microsoft PIX for Windows
  • GLExpert
    • Debug OpenGL usage errors and performance issues
  • Support for PerfMon, Intel(r) VTune(tm), gDEBugger, and other analysis tools
  • gDEBugger 30-day trial version

Also, don't miss out on NVPerfKit and NVPerfHUD reviews by iXBT (in English and Russian) and GameDev.net.


Oct 17, 2006 | Direct link

Our GDC Presentations are now available in Acrobat and PowerPoint formats.
Visit our GDC 2006 Presentations page and start improving your applications today.

Quick links
Mobile Performance Tools and GPU Performance Tuning
OpenGL ES Content Development Post-Mortem on NVIDIA GPUs
Cross-Platform Development Using FX Composer 2.0
GPU Performance Tuning with NVIDIA Performance Tools
Physics Simulation on NVIDIA GPUs
Variance Shadow Maps
OpenGL SLI and NVX_instanced_arrays
OpenGL Performance Tools
OpenGL GPGPU
DX10: Prepping your Engine for a Smooth Start
DX10: Batching and Performance Considerations
DX10: Practical Metaballs and Implicit surfaces
Khronos: Creating the Embedded Media Processing Ecosystem
When Shaders and Textures Collide
Best Practices for Multi-Threading


Oct 17, 2006 | Direct link

nvidia tools