It's here, it's now. http://developer.nvidia.com/object/nvision08-IRT.html brings online the standing-room-only presentation from SIGGRAPH 2008 and NVISION08 that describes the how-to of the must-see experience from both shows: fully interactive, high quality ray tracing running in CUDA on the GPU.
David B. Kirk, Chief Scientist of NVIDIA, presents at http://developer.nvidia.com/object/nvision08-kirk.html the amazing facts about the disruptive computing advances that have already been realized by developers using CUDA. Applications in medicine, gaming, astronomy, video, artifiical intelligence, and nearly every other computational field have been revolutionized by performance increases measuring an order of magnitude or more -- compressing what might take years for Moore's Law to achieve into just a few months.
http://developer.nvidia.com/object/nvision08-MGPU1.html contains the first of a four-part in-depth presentation on the uses of multi-GPU computing: for large-scale datasets, for rapid industrial design and exploration, in NVSG, and using NVIDIA's MGPU SDK. All four parts are now available, not to be missed by developers wanting to understand the approach and power of Multi-GPU computing.
http://developer.nvidia.com/object/nvision08-NVSG.html presents "Leveraging the World's Fastest Scene Graph" -- just one of several presentations at NVISION that show off the power of this tool. NVSG - NVIDIA Scene Graph - is not only the world's fastest, but is already set for sophisticated applications using programmable shading, multi-GPU, IRT, and more.
Is your game already stereoscopic-compatible? Want it to be? http://developer.nvidia.com/object/nvision08-stereo.html includes information ever game developer needs to understand the stereo compatability of their game (easier than you might think!) and the creative possibilities offered by the new generation of 3D displays, which were shown at NVISION's 3D streo gaming LAN running many already-popular games in this exciting new format.
Or how about 50x? Brent Oster's NVISION08 CUDA talk is now available at http://developer.nvidia.com/object/nvision08-advanced-cuda.html -- in it he describes the methods of using CUDA optimally, the new Tesla 10 architecture (hint: when viewing on the web, press the "fullscreen" button to see all the fine details in the diagrams), CUDA and OpenGL interoperability, optimal patterns of memory access, and introduces some staggering examples, such as a 1-million object interactive particle system interacting with 100 collision spheres in only 20ms....
http://origin-developer.nvidia.com/object/nvision08-tools.html shows off the latest in NVIDIA's developer tools and suite of SDKs, including the latest SDK 10.5 revisions, PerfHUD & PerfHUD ES, FX Composer 2.5, the NVIDA Shader Debugger, Shader Library, PefKit, gDEBugger, and more.
At http://developer.nvidia.com/object/nvision08-direct3d11.html Kevin Gee of Microsoft Corporation's XNA Developer Connection introduces Direct3D 11's new graphics pipeline. Learn about the new features, the extended reach of Direct3D 11 beyond Windows Vista, performance improvements, and developer benefits in implementation and development time.
A web version of Rolf Herken's keynote is now available at http://developer.nvidia.com/object/nvision08-herken.html -- Rolf Herken is the CEO and CTO of mental images GmbH and his presentation covers the full range of rendering from the most convincing cinematic realism to online media for handhelds. Enjoy the unique perspectives of one of the industry's sharpest visionaries.
http://developer.nvidia.com/object/siggraph-2008-PhysicsClass.html is a portal to NVIDIA's participation and organization of the SIGGRAPH 2008 Class "Real Time Physics." The page includes a look at the course slides with additional links to the organizer's page, course notes, and information from each of the four speakers: Matthias Müller-Fischer of NVIDIA, Doug James of Cornell University, Jos Stam of Autodesk, & Nils Thuerey of ETH Zurich.