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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" »


Mar 20, 2008 | Direct link

Need more information from GDC? Or maybe you were unable to attend? Your moment has come! PDF versions of NVIDIA's GDC 2008 Sessions are now becoming available. Just click!


Feb 29, 2008 | Direct link

Thanks to all the developers who visited the NVIDIA Exhibition Suite and the various NVIDIA Sessions at GDC 2008. We were happy to have some standing-room-only attendance!

For those who were unable to visit San Francisco this year -- watch this space! Web-friendly versions of our GDC presentations will be available in the coming days.


Feb 25, 2008 | Direct link

Besides NVIDIA's own presence at "Expo Suite 658," be sure to visit these partners who are showing NVIDIA technology in action in their own booths:

  • AGEIA - Now Available in Green - West Hall MR 15 and 16
  • ALLEGORITHMIC - North Hall, 6533
  • AUTODESK - North Hall, 5939
  • EMERGENT GAME TECHNOLOGIES - North Hall, 5716
  • HAVOK - West Hall, ES 162
  • HEWLETT PACKARD - North Hall, 6220
  • EIDOS - West Hall, 430 CP
  • TEXAS INSTRUMENTS DLP-TV - St Regis Hotel, Meeting Suite
            To Book Meeting: (213)814-1164
  • Valve - West Hall, ES 362
  • Zalman - North Hall, 6706

Be sure to keep an eye on NVIDIA's GDC 2008 Developer Page for the latest updates.


Feb 19, 2008 | Direct link

NVIDIA's Miguel Sainz will be giving a talk and demo of new real-time ambient occlusion methods, on Friday afternoon at this year's GDC. These methods are exciting because they can be layered onto almost any existing 3D pipeline. His talk has been added to our GDC 2008 Page.

Here is the description from the official GDC Conference Page:

Ambient occlusion is a lighting technique commonly used in offline rendering. It essentially computes the soft shadows cast by a light of uniform intensity, such as the sky on a cloudy day. It gives perceptual clues of depth, curvature, and proximity and thus is important for realistic rendering. Rendering ambient occlusion can be done in real-time as a post-processing effect based on a depth buffer from the eye's point of view. This lecture does a review of multiple depth-buffer-based ambient occlusion techniques. Three of the described algorithms are ray-marching in the depth buffer, an algorithm based on accumulating solid angles, and a new hybrid method called tangent tracing. It discusses the strengths and weaknesses of each algorithm, and includes real-time demos.


Feb 16, 2008 | Direct link

Going to GDC 2008 in San Francisco? So are we! NVIDIA will be presenting on an array of GPU-related topics at the conference.

We're also showcasing the latest releases of many of our most popular and powerful developer tools so that you can come away from the conference knowing that you have the best and freshest info from NVIDIA.

Our booth location this year is number "ES 658." Don't just read about it on Slashdot, come on by to get the real inside scoop on the latest news from NVIDIA.


Feb 7, 2008 | Direct link

We would like to invite all developers to participate in our 2007 Annual Developer Survey.

Each year we poll developers of all sorts on their experiences and desires for graphics tools, information, and capabilities -- this survey helps us steer our developer-centered efforts, our websites, and education programs. Please help us with your honest opinions -- don't be shy!

In thanks from us, completing the survey will automatically enter your name (if you chose to provide it) in a drawing for one of three new high-end GeForce 8 Series graphics cards or a copy of the also-new GPU Gems 3.

Click Here to Participate


Nov 16, 2007 | Direct link

  • FX Composer 2: Shader Authoring for Everyone
  • Perfkit 5: Optimize Your Application in Real-Time
  • Advanced Skin Rendering
  • Smoke, Fire and Water with Fluid Dynamics
  • Playable Universal Capture
  • Real-Time Voxelization of Triangle Meshes on the GPU
  • Stencil Routed A-Buffer

Go to our SIGGRAPH 2007 page


Aug 23, 2007 | Direct link

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


Jul 23, 2007 | Direct link

John Nickolls, Director of Architecture, NVIDIA will present “NVIDIA CUDA Software and GPU Parallel Computing Architecture” this presentation will be a first detailed disclosure of NVIDIA’s CUDA parallel software and NVIDIA's Massively Multi-Threaded Architecture.

Max Baron, In-Stat principal analyst and the content editor for this year’s Fall Microprocessor Forum, said, “We are pleased to have NVIDIA presenting one this year’s highly anticipated papers. Microprocessor Forum gathers together a sophisticated engineering audience from around the globe and we feel they won’t be disappointed this year when we are working with such high caliber companies such as NVIDIA.

Microprocessor Forum will take place May 22 – 23, 2007 in San Jose, California at the Doubletree Hotel.

In-Stat is proud to present Microprocessor Forum 2007 – check it out online at: http://www.instat.com/mpf/07/index.htm


May 2, 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

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

Come see NVIDIA at GDC 2007 where we will unleash the ultimate development platform for advanced game development! Check out our demos or get more in depth information on our latest and greatest development tools in our booth 5134 in the North Hall.

NVIDIA is proud to announce NVIDIA-powered products will also be showcased throughout the GDC 2007 show floor in select industry partners’ booths. For a complete list of participating partners, please visit http://www.nvidia.com/page/events.html.

And finally, for those of you interested in exploring job opportunities available at NVIDIA, make sure you visit our booth 1201 in the Career Pavilion.


Feb 15, 2007 | Direct link

  • NVIDIA'S Latest Mobile SDK and Development Environment                
    • Monday 5th, 11:45-12:30, Room 120 (North Hall)                  
       
  • Advanced Visual Effects in Direct3D, full day event (multi-vendor sessions)                
    • Monday, March 5th, Room 3008 (West Hall)
             
  • Real World Experiences - NVIDIA Mobile Developers Speak Out                
    • Tuesday 6th 10:30-11:30, Room 120 (North Hall)
           
  • NVIDIA Sessions, full day event on Thursday, March 8th, Room 3018 (West Hall)                    
    • 09:00-10:00, NVIDIA FX Composer 2: A Comprehensive Shader Development Package
    • 10:30-11:00, GPU Optimization with the Latest NVIDIA Performance Tools
    • 12:00-01:00, GeForce 8800 OpenGL Extensions                        
    • 02:30-03:30, NVIDIA Demo Team Secrets – Cascades
    • 04:00-05:00, NVIDIA Demo Team Secrets – Adrianne

Feb 15, 2007 | Direct link

gdc-london-234.jpgLearn about the global new features and improvements DirectX 10 will soon deliver. Plus find out about the latest DirectX 10 developments by NVIDIA and Microsoft. If DirectX 10 is in your roadmap, make sure you attend this event!

Agenda

  • Gloopy Effects with DX10 (NVIDIA)
  • Windows Performance Topics for Games (Microsoft)
  • Shadow of the Beast (NVIDIA)
  • Exploiting D3D 10 - Advanced Techniques Using D3D 10 (Microsoft)
  • The DX10 Cloning Factory (NVIDIA)
  • Physics on NVIDIA GPUs (NVIDIA/HAVOK)

Take advantage of the early registration price (ends on Sept 22) by registering now on the GDC London site.


Oct 17, 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

gd_awards_2006.jpgNominations for Game Developer Magazine's Front Line Awards are now open. The Front Line Awards honor the year's best development hardware and software for programming, art, audio, hardware, and game components. Don't forget to nominate your favorite products before the September 9 deadline.

frontlineawards.com


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

gamefest_234.jpg

Gamefest is a unique opportunity to get “one-to-one” face time with NVIDIA engineers to ensure that your application has world class compatibility with Windows Vista and NVIDIA Hardware.

If you are interested, please book an appointment with NVIDIA starting from Sunday, August 13th at 3pm at the registration desk. Our testing suite will welcome developers on Monday 14th and Tuesday 15th, from 10am to 6pm (45 minutes testing slots).

www.microsoftgamefest.com


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

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