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GTC ON-DEMAND

Gaming and AI
Presentation
Media
Abstract:
We will talk about Q2VKPT, the Vulkan-based renderer for Quake 2 that uses hardware accelerated path tracing and advanced spatiotemporal denoising. We will cover some of the implementation details, including things like importance sampling, ...Read More
Abstract:

We will talk about Q2VKPT, the Vulkan-based renderer for Quake 2 that uses hardware accelerated path tracing and advanced spatiotemporal denoising. We will cover some of the implementation details, including things like importance sampling, lighting, materials, and the denoising filters. In addition, we will discuss the challenges of using a physically based renderer with the assets from a game released over two decades ago.

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Topics:
Gaming and AI
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S91046
Streaming:
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In-Situ & Scientific Visualization
Presentation
Media
Abstract:
State-of-the-art experimental imaging and molecular dynamics simulations pose many challenges for effective visualization and analysis due to the growing size, timescale, and complexity of the structures under study. This talk will describe how a va ...Read More
Abstract:
State-of-the-art experimental imaging and molecular dynamics simulations pose many challenges for effective visualization and analysis due to the growing size, timescale, and complexity of the structures under study. This talk will describe how a variety of new and emerging visualization technologies can be used to address these challenges. This talk will describe our approach to adapt 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 both interactive and in-situ or post-hoc molecular visualization on workstations, clouds, and supercomputers. Commodity head mounted VR displays (HMDs) offer a tremendous opportunity to make immersive molecular visualization techniques broadly available to molecular scientists, but they present many performance challenges for both rasterization- and ray tracing-based visualization. We present results from our ongoing work adapting VMD to support popular VR HMDs.  Back
 
Topics:
In-Situ & Scientific Visualization, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8665
Streaming:
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Abstract:
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
Abstract:
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
 
Topics:
In-Situ & Scientific Visualization, Virtual Reality & Augmented Reality, HPC and Supercomputing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7391
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Professional Visualisation
Presentation
Media
Abstract:
Bring real-time raytracing into your raster-based application using NVIDIA RTX and Microsoft DXR or Vulkan. This session will cover and connect the RTX principles with the implementation details to add raytracing from the ground up. You will learn al ...Read More
Abstract:
Bring real-time raytracing into your raster-based application using NVIDIA RTX and Microsoft DXR or Vulkan. This session will cover and connect the RTX principles with the implementation details to add raytracing from the ground up. You will learn all about setting up acceleration structures, raytracing pipelines and shader binding tables through simple and progressive additions. We will also cover the characteristics and interactions of the raytracing shaders: ray generation, miss and hit shaders. This talk will be complemented by online resources providing in-depth explanations and easy-to-integrate source code to make your integration of raytracing based on NVIDIA RTX and DirectX/Vulkan the smoothest experience.  Back
 
Topics:
Professional Visualisation
Type:
Talk
Event:
GTC Israel
Year:
2018
Session ID:
SIL8149
Streaming:
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Abstract:
作为全球首款使用 Vulkan Ray tracing 实现实时光线追踪技术的游戏,《剑网三》全面集成了 NVIDIA RTX 技术,并实现了物理真实的反射效果、大范围焦散效果,以及次序完全正确的半透明混合效果,极大地提升了游戏画质。本讲座将介绍以下内容 :Vulkan Ray Tracing 的使用介绍、与 DirectX Ray tracing 的差别、 如何将 Vulkan Raytracing 集成至《剑网三》引擎中以及一些实用的建议。最后我们会为大家详细讲解游戏中已有的光线追踪特效实现方案,以及性能调优过程 ...Read More
Abstract:
作为全球首款使用 Vulkan Ray tracing 实现实时光线追踪技术的游戏,《剑网三》全面集成了 NVIDIA RTX 技术,并实现了物理真实的反射效果、大范围焦散效果,以及次序完全正确的半透明混合效果,极大地提升了游戏画质。本讲座将介绍以下内容 :Vulkan Ray Tracing 的使用介绍、与 DirectX Ray tracing 的差别、 如何将 Vulkan Raytracing 集成至《剑网三》引擎中以及一些实用的建议。最后我们会为大家详细讲解游戏中已有的光线追踪特效实现方案,以及性能调优过程  Back
 
Topics:
Professional Visualisation
Type:
Talk
Event:
GTC China
Year:
2019
Session ID:
CN9421
Streaming:
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Real-Time Graphics
Presentation
Media
Abstract:
Discover how more than 140 companies work together at the Khronos Group to create open, royalty-free standards that allow developers to access the power of GPUs and accelerate demanding compute, graphics, and AR/VR applications. We'll provide the la ...Read More
Abstract:
Discover how more than 140 companies work together at the Khronos Group to create open, royalty-free standards that allow developers to access the power of GPUs and accelerate demanding compute, graphics, and AR/VR applications. We'll provide the latest updates on several Khronos cross-platform standards, including OpenXR for portable AR and VR, the new-generation Vulkan GPU API, the SPIR-V standard intermediate language for parallel compute and graphics, glTF for efficient transmission of 3D assets, and OpenCL for parallel heterogeneous programming. We'll also offer insights into how these open standards are supported across NVIDIA's product families.  Back
 
Topics:
Real-Time Graphics, Virtual Reality & Augmented Reality, Tools & Libraries
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9840
Streaming:
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Abstract:
Learn about new features available in Vulkan, including the Turing architecture launched in the past year. We'll cover the added functionality in the API and other new developments. Rather than cover ray tracing, this session will focus on topics su ...Read More
Abstract:
Learn about new features available in Vulkan, including the Turing architecture launched in the past year. We'll cover the added functionality in the API and other new developments. Rather than cover ray tracing, this session will focus on topics such as mesh shading, interop between APIs, new instructions in GLSL, and SPIR-V.  Back
 
Topics:
Real-Time Graphics, Tools & Libraries
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9909
Streaming:
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Abstract:
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 v ...Read More
Abstract:
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 on many Khronos cross-platform standards, including OpenXR for portable AR and VR, Vulkan, SPIR-V, OpenGL and OpenCL. The session also provides insights into how these open standards APIs are supported across NVIDIA's product families.  Back
 
Topics:
Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8880
Streaming:
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Abstract:
Building on our previous talks, we''ll give an update on what''s happening in the professional VR space at NVIDIA. We first give an update on OpenGL and Vulkan VR functionality and then will talk about how to drive dual-input HMD ...Read More
Abstract:

Building on our previous talks, we''ll give an update on what''s happening in the professional VR space at NVIDIA. We first give an update on OpenGL and Vulkan VR functionality and then will talk about how to drive dual-input HMDs from two GPUs efficiently.

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Topics:
Real-Time Graphics, Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8695
Streaming:
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Abstract:
NVIDIA's RTX enables developers to harness the real-time ray tracing capabilities of the Volta GPU architecture. RTX opens the door to real-time, cinematic-quality rendering for content creators and software developers. In this talk, we will presen ...Read More
Abstract:
NVIDIA's RTX enables developers to harness the real-time ray tracing capabilities of the Volta GPU architecture. RTX opens the door to real-time, cinematic-quality rendering for content creators and software developers. In this talk, we will present our ongoing work to allow Vulkan users to make use of NVIDIA's RTX technology. We will cover how RTX evolved, present real-time use cases enabled by the combination of RTX and the Volta architecture, and do a deep dive on the details of our proposed API.  Back
 
Topics:
Real-Time Graphics, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8521
Streaming:
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Abstract:
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
Abstract:

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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Topics:
Real-Time Graphics, Performance Optimization, Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7191
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Rendering & Ray Tracing
Presentation
Media
Abstract:
This talk will present techniques and performance results for high-fidelity rendering of state-of-the-art biomolecular and cellular simulations using NVIDIA RTX ray tracing hardware with OptiX and Vulkan APIs. We'll introduce the latest technical ad ...Read More
Abstract:
This talk will present techniques and performance results for high-fidelity rendering of state-of-the-art biomolecular and cellular simulations using NVIDIA RTX ray tracing hardware with OptiX and Vulkan APIs. We'll introduce the latest technical advances in the OptiX ray tracing engines in VMD, which are used for interactive ray tracing and in-situ and post-hoc visualization of petascale molecular dynamics simulations. We'll describe how to quickly and easily adapted the mature OptiX ray tracing engine in VMD to support RTX hardware acceleration using key language features of CUDA and C++ while maintaining full performance. We'll also share RTX ray tracing performance results for a range of visualization scenarios, including omnidirectional panoramic rendering for VR. In addition, we'll discuss ongoing work on interactive ray tracing of molecular dynamics trajectories (time series data) and easy deployment using NGC containers and Amazon EC2 AMIs.  Back
 
Topics:
Rendering & Ray Tracing, In-Situ & Scientific Visualization
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9589
Streaming:
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Abstract:
We'll present our API extensions for real-time ray tracing in the Vulkan API.
 
Topics:
Rendering & Ray Tracing, Gaming and AI, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9833
Streaming:
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Abstract:
NVIDIAs RTX leverages 10+ years of research into accelerated ray tracing on GPUs. In this talk, well explore our API for exposing RTX through Vulkan. We will discuss how ray tracing fits in with a low-level rasterization API and cover some details ...Read More
Abstract:
NVIDIAs RTX leverages 10+ years of research into accelerated ray tracing on GPUs. In this talk, well explore our API for exposing RTX through Vulkan. We will discuss how ray tracing fits in with a low-level rasterization API and cover some details on our Vulkan raytracing extension.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1808
Streaming:
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Abstract:
NVIDIAs RTX leverages 10+ years of research into accelerated ray tracing on GPUs. In this talk, well explore our API for exposing RTX through Vulkan. We will discuss how ray tracing fits in with a low-level rasterization API and cover some details ...Read More
Abstract:
NVIDIAs RTX leverages 10+ years of research into accelerated ray tracing on GPUs. In this talk, well explore our API for exposing RTX through Vulkan. We will discuss how ray tracing fits in with a low-level rasterization API and cover some details on our Vulkan raytracing extension.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1826
Streaming:
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Tools & Libraries
Presentation
Media
Abstract:
Are you struggling to understand why your graphics application isn't performing the way you think it should? Have you added new features only to see new rendering bugs and your frame rate fall? We'll discuss how NVIDIA Nsight Graphics provides tool ...Read More
Abstract:
Are you struggling to understand why your graphics application isn't performing the way you think it should? Have you added new features only to see new rendering bugs and your frame rate fall? We'll discuss how NVIDIA Nsight Graphics provides tools to solve some of the most puzzling graphics rendering and performance problems. We'll walk you through through real-world examples that show how use NVIDIA's developer tools to solve these issues and more. Learn how to use the Frame Debugger to find those pesky rendering anomalies, and how to dig into the GPU performance metrics provided by the Range Profiler to decode your performance issues. We'll also cover how to harness GPU Trace to better understand how your application is utilizing the vast parallel computing resources of the shader units. Come ready to unleash your inner GPU Ninja!  Back
 
Topics:
Tools & Libraries, Performance Optimization, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9661
Streaming:
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Virtual Reality & Augmented Reality
Presentation
Media
Abstract:
Learn how to build professional VR applications with novel hardware and software features provided by NVIDIA. We will cover the latest version of OpenGL multicast (aka VR SLI) as well as Turings new hardware features Multi View Rendering as well as V ...Read More
Abstract:
Learn how to build professional VR applications with novel hardware and software features provided by NVIDIA. We will cover the latest version of OpenGL multicast (aka VR SLI) as well as Turings new hardware features Multi View Rendering as well as Variable Rate Shading. This talk is intended for software developers, while some concepts are API independent, others focus on OpenGL and/or Vulkan.  Back
 
Topics:
Virtual Reality & Augmented Reality
Type:
Tutorial
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9891
Streaming:
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Abstract:
This talk will feature an update on what's happening in the professional VR space at NVIDIA. We first introduce OpenGL and Vulkan VR functionality, and then will talk about how to drive dual-input HMDs from two GPUs efficiently. ...Read More
Abstract:

This talk will feature an update on what's happening in the professional VR space at NVIDIA. We first introduce OpenGL and Vulkan VR functionality, and then will talk about how to drive dual-input HMDs from two GPUs efficiently.

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Topics:
Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Europe
Year:
2018
Session ID:
E8300
Streaming:
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Abstract:
Building on our previous talks, we'll give an update on what's happening in the professional VR space at NVIDIA. We first give an update on OpenGL and Vulkan VR functionality and then will talk about how to drive dual-input HMDs from two GPUs effic ...Read More
Abstract:
Building on our previous talks, we'll give an update on what's happening in the professional VR space at NVIDIA. We first give an update on OpenGL and Vulkan VR functionality and then will talk about how to drive dual-input HMDs from two GPUs efficiently.  Back
 
Topics:
Virtual Reality & Augmented Reality
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1828
Streaming:
Share:
 
Abstract:
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
Abstract:

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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Topics:
Virtual Reality & Augmented Reality, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7769
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