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The final online chapters from GPU Gems 2 are online! These last four come from the final Simulation and Numerical Algorithms section:
- Options Pricing on the GPU
- Craig Kolb & Matt Pharr
- NVIDIA
- Improved GPU Sorting
- Peter Kipfer & Rüdiger Westermann
- Technische Universität München
- Flow Simulation with Complex Boundaries
- Wei Li
- Siemens Corporate Research
- Zhe Fan, Xiaming Wei, & Arie Kaufman
- Stony Brook University
- Medical Image Reconstruction with the FFT
- Thilaka Sumanaweera & Donald Liu
- Siemens Medical Solutions USA
The latest online chapters from GPU Gems 2 are online, as we enter into the final section: Simulation and Numerical Algorithms:
- Deferred Filtering: Rendering from Difficult Data Formats
- Joe Kniss
- University of Utah
- Aaron Lefohn & Nathaniel Fout
- University of California, Davis
- Conserative Rasterization
- Jon Hasselgren, Tomas Akenine-Möller, & Lennart Ohlsson
- Lund University
- GPU Computing for Protein Structure Prediction
- Paulius Micikevicius
- Armstrong Atlantic State University
- A GPU Framework for Solving Sytems of Linear Equations
- Jen Krüger & Rüdiger Westermann
- Technische Universität Munchen
Several new chapters from GPU Gems 2 have been made available online since our last newsfeed notification, the new chapters cover GPU-based high-performance computing beyond typical graphics issues:
- GPU Flow-Control Idioms
- Mark Harris
- NVIDIA Corporation
- Ian Buck
- Stanford University
- GPU Program Optimization
- Cliff Woolley
- University of Virginia
- Stream Reduction Operations for GPGPU Applications
- Daniel Horn
- Stanford University
- Octree Textures on the GPU
- Sylvain Lefebvre
- GRAVIR/IMAG – INRIA
- Samuel Hornus
- GRAVIR/IMAG – INRIA
- Fabrice Neyret
- GRAVIR/IMAG – INRIA
- High-Quality Global Illumination Rendering Using Rasterization
- Toshiya Hachisuka
- The University of Tokyo
- Global Illumination Using Progressive Refinement Radiosity
- Greg Coombe
- University of North Carolina at Chapel Hill
- Mark Harris
- NVIDIA Corporation
- Computer Vision on the GPU
- James Fung
- University of Toronto
The NVIDIA Direct3D and OpenGL SDKs have been updated with several all-new samples:
- Screen-Space Ambient Occlusion
- Instanced Tessellation
- Percentage-Closer Soft Shadows
- Skinning with Dual Quaternions
- Instancing Tests
- Parallax Mapping
- Volume Light
- Instanced Tessellation [OpenGL]

Three new chapters from the "High Quality Rendering" section of GPU Gems 2 are now available online:
The July NVIDIA Developer Newsletter is now available -- click here if you haven't received your email copy, or click here for an overview of recent editions. Keep up on the latest NVIDIA events, software releases for graphics and physics, books, contests, and more.
Congratulations go out to John Ashley of SGI, winner in our June Newsletter monthly giveaway of a new NVIDIA Quadro FX 3700 professional graphics card.
Three new chapters from the "High Quality Rendering" section of GPU Gems 2 are now available online:
Three new chapters from GPU Gems 2 are now available online: the final chapter of the section "Shading, Lighting, and Shadows," and two new chapters from "High Quality Rendering."
Three new "Shading, Lighting, and Shadows." chapters from GPU Gems 2 are now available on the NVIDIA Developer Website: