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GTC On-Demand

Best of GTC Talks
Presentation
Media
NVIDIA OpenGL in 2016
Mark Kilgard (NVIDIA), Jeffrey Kiel (NVIDIA)
Attend this session to get the most out of OpenGL on NVIDIA Quadro, GeForce, and Tegra GPUs. Hear straight from an OpenGL expert at NVIDIA how the OpenGL standard continues to evolve with NVIDIA's support. See examples of the latest features for vir ...Read More
Attend this session to get the most out of OpenGL on NVIDIA Quadro, GeForce, and Tegra GPUs. Hear straight from an OpenGL expert at NVIDIA how the OpenGL standard continues to evolve with NVIDIA's support. See examples of the latest features for virtual reality, vector graphics, interoperability with Vulkan, and modern high-performance usage--including the latest features of NVIDIA's Pascal GPU generation. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.  Back
 
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Best of GTC Talks, SIGGRAPH 2016 - ID SIG1609
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Vulkan and the Khronos API Ecosystem
Neil Trevett (NVIDIA)
Discover how over 100 companies cooperate at the Khronos Group to create open, royalty free standards that enable developers to access the power of the GPU to accelerate demanding graphics and compute applications. This session includes the very late ...Read More
Discover how over 100 companies cooperate at the Khronos Group to create open, royalty free standards that enable developers to access the power of the GPU to accelerate demanding graphics and compute applications. This session includes the very latest roadmap and ecosystem updates for the newly announced Vulkan and SPIR-V, with details about NVIDIA's Vulkan rollout across its product range.  Back
 
Keywords:
Best of GTC Talks, SIGGRAPH 2016 - ID SIG1612
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Vulkan and NVIDIA: A Deep Dive
Tristan Lorach (NVIDIA), Jeffrey Kiel (NVIDIA)
NVIDIA is bringing the power of Vulkan to a range of platforms to extend the choice of APIs for developers. This rapid-fire session will cover the essentials of NVIDIA's Vulkan rollout across its product range ? with insights to help you judge wheth ...Read More
NVIDIA is bringing the power of Vulkan to a range of platforms to extend the choice of APIs for developers. This rapid-fire session will cover the essentials of NVIDIA's Vulkan rollout across its product range ? with insights to help you judge whether Vulkan is right for your next development project. You will also get a sneak peak at what?s in store for Vulkan support in Nsight Visual Studio Edition!  Back
 
Keywords:
Best of GTC Talks, SIGGRAPH 2016 - ID SIG1613
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Best of GTC Theater
Presentation
Media
Vulkan on NVIDIA: The Essentials
Tristan Lorach (NVIDIA)
NVIDIA is bringing the power of Vulkan to a range of platforms to extend the choice of APIs for developers. This rapid-fire session will cover the essentials of NVIDIA's Vulkan rollout across its product range ? with insights to help you judge wheth ...Read More
NVIDIA is bringing the power of Vulkan to a range of platforms to extend the choice of APIs for developers. This rapid-fire session will cover the essentials of NVIDIA's Vulkan rollout across its product range ? with insights to help you judge whether Vulkan is right for your next development project.  Back
 
Keywords:
Best of GTC Theater, SIGGRAPH 2016 - ID SIG1625
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Game Development
Presentation
Media
Vulkan and NVIDIA: The Essentials
Tristan Lorach (NVIDIA)
NVIDIA is bringing the power of Vulkan to a range of platforms to extend the choice of APIs for developers. This rapid-fire session will cover the essentials of NVIDIA's Vulkan rollout across its product range ? with insights to help you jud ...Read More

NVIDIA is bringing the power of Vulkan to a range of platforms to extend the choice of APIs for developers. This rapid-fire session will cover the essentials of NVIDIA's Vulkan rollout across its product range ? with insights to help you judge whether Vulkan is right for your next development project.

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Keywords:
Game Development, Real-Time Graphics, GTC 2016 - ID S6818
In-Situ and Scientific Visualization
Presentation
Media
Turbocharging VMD Molecular Visualizations with State-of-the-Art Rendering and VR Technologies
John Stone (University of Illinois Urbana-Champaign)
State-of-the-art molecular simulations pose many challenges for effective visualization and analysis due to their size, timescale, and the growing complexity of the structures under study. Fortunately, a panoply of new and emerging technologies can a ...Read More
State-of-the-art molecular simulations pose many challenges for effective visualization and analysis due to their size, timescale, and the growing complexity of the structures under study. Fortunately, a panoply of new and emerging technologies can address these challenges. We'll describe our experiences and progress adapting VMD, a widely used molecular visualization and analysis tool, to exploit new rasterization APIs such as EGL and Vulkan, and the NVIDIA OptiX ray tracing API for interactive, in-situ, and post-hoc molecular visualization on workstations, clouds, and supercomputers, highlighting the latest results on IBM POWER hardware. Commodity VR headsets offer a tremendous opportunity to make immersive molecular visualization broadly available to molecular scientists, but they present many performance challenges for both rasterization- and ray tracing-based visualization. We'll present results from our ongoing work adapting VMD to support popular VR HMDs.  Back
 
Keywords:
In-Situ and Scientific Visualization, Virtual Reality and Augmented Reality, HPC and Supercomputing, GTC 2017 - ID S7391
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Real-Time Graphics
Presentation
Media
Khronos API Standards Update: Including Vulkan, OpenCL 2.1 and SPIR-V
Neil Trevett (NVIDIA)
Discover how over 120 companies cooperate at the Khronos Group to create open, royalty free standards that enable developers to access the power of the GPU to accelerate demanding compute, graphics and vision applications. This session includes the v ...Read More
Discover how over 120 companies cooperate at the Khronos Group to create open, royalty free standards that enable developers to access the power of the GPU to accelerate demanding compute, graphics and vision applications. This session includes the very latest updates, including the newly announced Vulkan, SPIR-V and OpenCL 2.1 specifications.  Back
 
Keywords:
Real-Time Graphics, Web Acceleration, Computer Vision and Machine Vision, GTC 2015 - ID S5734
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VKCPP: A C++ Layer on Top of Vulkan
Markus Tavenrath (NVIDIA)
Learn how the C++ wrapper around Vulkan helps you to write more productive Vulkan code and how Vulkan got integrated into the RiX and the rest of the pipeline to simply rendering with Vulkan even more. We'll also compare performance of Vulkan and Op ...Read More
Learn how the C++ wrapper around Vulkan helps you to write more productive Vulkan code and how Vulkan got integrated into the RiX and the rest of the pipeline to simply rendering with Vulkan even more. We'll also compare performance of Vulkan and OpenGL based on a CAD-style reference model.  Back
 
Keywords:
Real-Time Graphics, GTC 2016 - ID S6133
 
High-Performance, Low-Overhead Rendering with OpenGL and Vulkan
Edward Liu (NVIDIA)
As advanced games and applications continue to push the performance envelope, developers look to their 3D APIs for improved predictability, threading and reduced CPU load. New extensions to OpenGL and a totally new 3D API Vulkan are answering th ...Read More

As advanced games and applications continue to push the performance envelope, developers look to their 3D APIs for improved predictability, threading and reduced CPU load. New extensions to OpenGL and a totally new 3D API Vulkan are answering these requests directly. This session introduces and details both of these approaches a shows how applications can use OpenGL "AZDO" (Approaching Zero Driver Overhead) extensions like NVIDIA's Command Lists to greatly reduce single-threaded CPU overhead while reusing existing OpenGL code. Going further, the second section introduces the new 3D API from Khronos called Vulkan. Finally, there is a discussion of the tradeoffs of extended OpenGL and AZDO versus Vulkan, and how a developer might choose between them.

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Keywords:
Real-Time Graphics, Game Development, GTC 2016 - ID S6817
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GPU-Driven Rendering in Vulkan and OpenGL
Pierre Boudier (NVIDIA), Christoph Kubisch (NVIDIA)
We will present a detailed description of how the hardware implements the graphics pipeline. The hardware's pipeline and motivation behind both high- and low-level design choices are described. We provide practical usage scenarios how Vulkan, Open ...Read More
We will present a detailed description of how the hardware implements the graphics pipeline. The hardware's pipeline and motivation behind both high- and low-level design choices are described. We provide practical usage scenarios how Vulkan, OpenGL and GLSL are best used and how to avoid performance pitfalls. Through the use of this information and the latest graphics API features, the GPU can be leveraged very efficiently do more work autonomously of the CPU and increase overall throughput.  Back
 
Keywords:
Real-Time Graphics, Performance Optimization, GTC 2016 - ID S6138
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Khronos API Ecosystem Update: Including Vulkan, OpenCL, OpenVX and SPIR-V
Neil Trevett (NVIDIA)
Discover how over 100 companies cooperate at the Khronos Group to create open, royalty free standards that enable developers to access the power of the GPU to accelerate demanding compute, graphics and vision applications. This session includes ...Read More

Discover how over 100 companies cooperate at the Khronos Group to create open, royalty free standards that enable developers to access the power of the GPU to accelerate demanding compute, graphics and vision applications. This session includes the very latest updates, including the newly announced Vulkan, SPIR-V, OpenVX and OpenCL 2.1 specifications.

  Back
 
Keywords:
Real-Time Graphics, Programming Languages, Computer Vision and Machine Vision, GTC 2016 - ID S6796
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Vulkan Technology Update
Ingo Esser (NVIDIA), Christoph Kubisch (NVIDIA)
In the first part of the talk we'll present the VK_NVX_device_generated_commands extension, which allows the GPU to generate the most frequent rendering commands on its own, including pipeline changes.In the second part well introduce new Vu ...Read More

In the first part of the talk we'll present the VK_NVX_device_generated_commands extension, which allows the GPU to generate the most frequent rendering commands on its own, including pipeline changes.In the second part well introduce new Vulkan VR extensions, discuss their usage and provide short samples for common use cases. We also give a brief update on the new OpenGL VR SLI extension, plans for new API interoperability and shortly touch on new Vulkan Nsight functionality.

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Keywords:
Real-Time Graphics, Performance Optimization, Virtual Reality and Augmented Reality, GTC 2017 - ID S7191
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VkHLF - A High Level Vulkan Framework to Simplify Your Life
Markus Tavenrath (NVIDIA)
We'll provide an overview of VHKL, a framework that can simplify your Vulkan development by using features like RAII, resource tracking, and providing interfaces for functionality like sub-allocation. ...Read More
We'll provide an overview of VHKL, a framework that can simplify your Vulkan development by using features like RAII, resource tracking, and providing interfaces for functionality like sub-allocation.  Back
 
Keywords:
Real-Time Graphics, GTC 2017 - ID S7297
Tools and Libraries
Presentation
Media
Robust Software Development: Bug Prevention and Isolation
Erika Dignam (NVIDIA), Ross Cunniff (NVIDIA)
How to get your bugs fixed faster, efficient bug resolution and bug prevention. We will review internal processes, basic OpenGL bug triage and tools, a little Vulkan debugging, and finally bug prevention with bench-marking and test creation. ...Read More
How to get your bugs fixed faster, efficient bug resolution and bug prevention. We will review internal processes, basic OpenGL bug triage and tools, a little Vulkan debugging, and finally bug prevention with bench-marking and test creation.  Back
 
Keywords:
Tools and Libraries, Performance Optimization, Real-Time Graphics, GTC 2016 - ID S6339
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Virtual Reality and Augmented Reality
Presentation
Media
Khronos API Ecosystem Update: Including Vulkan and OpenXR for Cross—Platform Virtual Reality
Neil Trevett (NVIDIA)
Discover how over 100 companies cooperate at the Khronos Group to create open, royalty-free standards that enable developers to access the power of the GPU to accelerate demanding compute, graphics, and vision applications. Learn the very latest ...Read More

Discover how over 100 companies cooperate at the Khronos Group to create open, royalty-free standards that enable developers to access the power of the GPU to accelerate demanding compute, graphics, and vision applications. Learn the very latest updates on a number of Khronos cross-platform standards, including the newly announced OpenXR for portable AR and VR, Vulkan, SPIR-V, OpenVX, OpenGL, and OpenCL. We'll also provide insights into how these open standards APIs are supported across NVIDIA's product families.

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Keywords:
Virtual Reality and Augmented Reality, Real-Time Graphics, GTC 2017 - ID S7769
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