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GTC ON-DEMAND

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Abstract:

Hear visualization experts explain why people in professional visualization, in particular virtual engineering, are great candidates to unleash the full potential of HMDs and how close today's technology pushes application developers to the finish line of discovering massive datasets with HMDs. Learn about new hardware (NVIDIA Pascal™-powered NVIDIA Quadro® GPUs), extensions, APIs (NVIDIA VRWorks™: NVIDIA SLI® VR, Single Pass Stereo), techniques (GPU culling), and next steps that enable ESI to create amazing VR experiences even with high node and triangle count. 

Hear visualization experts explain why people in professional visualization, in particular virtual engineering, are great candidates to unleash the full potential of HMDs and how close today's technology pushes application developers to the finish line of discovering massive datasets with HMDs. Learn about new hardware (NVIDIA Pascal™-powered NVIDIA Quadro® GPUs), extensions, APIs (NVIDIA VRWorks™: NVIDIA SLI® VR, Single Pass Stereo), techniques (GPU culling), and next steps that enable ESI to create amazing VR experiences even with high node and triangle count. 

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Topics:
Virtual Reality & Augmented Reality, AEC & Manufacturing, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7184
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Abstract:

NVIDIA's Material Definition Language provides a powerful tool for describing complex physically based materials. Using the MDL SDK, generation of actual GPU shader code from an MDL file is usually done in an offline process. We'll introduce the NVRTC CUDA runtime compilation library, and then demonstrate how it can be employed to build shader programs for the OptiX ray-tracing engine within a running rendering application. Using NVRTC not only relives end users from having to install an NVIDIA CUDA development environment, it also enables the creation of compact and efficient shader code that can be specialized at runtime. We'll demonstrate a prototypical implementation that has been integrated in ESI's IC.IDO decision-making platform.

NVIDIA's Material Definition Language provides a powerful tool for describing complex physically based materials. Using the MDL SDK, generation of actual GPU shader code from an MDL file is usually done in an offline process. We'll introduce the NVRTC CUDA runtime compilation library, and then demonstrate how it can be employed to build shader programs for the OptiX ray-tracing engine within a running rendering application. Using NVRTC not only relives end users from having to install an NVIDIA CUDA development environment, it also enables the creation of compact and efficient shader code that can be specialized at runtime. We'll demonstrate a prototypical implementation that has been integrated in ESI's IC.IDO decision-making platform.

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Topics:
Rendering & Ray Tracing, AEC & Manufacturing, Real-Time Graphics
Type:
Tutorial
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7185
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Abstract:

Light, mobile and very cost-effective Virtual Reality commodity hardware such as Google Daydream and previously Cardboard will soon continue lowering the entry threshold to immersive Virtual Reality. These devices also provide a unique challenge - providing quality content based on low end hardware.   Cloud solutions today are ubiquitous for data-centric and heavy metal applications such as data mining or deep learning. They democratized sophisticated technology previously relying heavily on large-scale, complex and high-maintenance infrastructure.   With vrify, we would like to present ESI's vision to combine cloud virtualization and commodity devices to significantly lower the entry theshold to rich, shared and accessible immersive experiences in virtual engineering. 

Light, mobile and very cost-effective Virtual Reality commodity hardware such as Google Daydream and previously Cardboard will soon continue lowering the entry threshold to immersive Virtual Reality. These devices also provide a unique challenge - providing quality content based on low end hardware.   Cloud solutions today are ubiquitous for data-centric and heavy metal applications such as data mining or deep learning. They democratized sophisticated technology previously relying heavily on large-scale, complex and high-maintenance infrastructure.   With vrify, we would like to present ESI's vision to combine cloud virtualization and commodity devices to significantly lower the entry theshold to rich, shared and accessible immersive experiences in virtual engineering. 

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Topics:
Rendering & Ray Tracing, GPU Virtualization, Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Europe
Year:
2016
Session ID:
SEU6147
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Abstract:
Learn how you can map arbitrarily complex materials described with NVIDIA's Material Definition Language (MDL) onto sets of material-specific GLSL shaders using the MDL SDK. We use a skeleton of a general purpose main shader per stage, where a couple of pre-defined evaluation and sample functions are called. The body of those functions is composed by some code-snippets selected by the material analyzer. This approach has been adopted by ESI into their new rendering framework to showcase the power and flexibility of MDL. A demo will show the implementation results with focus on material re-use and sharing.
Learn how you can map arbitrarily complex materials described with NVIDIA's Material Definition Language (MDL) onto sets of material-specific GLSL shaders using the MDL SDK. We use a skeleton of a general purpose main shader per stage, where a couple of pre-defined evaluation and sample functions are called. The body of those functions is composed by some code-snippets selected by the material analyzer. This approach has been adopted by ESI into their new rendering framework to showcase the power and flexibility of MDL. A demo will show the implementation results with focus on material re-use and sharing.  Back
 
Topics:
Best of GTC Theater
Type:
Talk
Event:
SIGGRAPH
Year:
2016
Session ID:
SIG1631
Streaming:
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Abstract:
We'll present the evolution of the high performance renderer from ESI Group, a pioneer and world-leading provider in virtual prototyping, leveraging the physics of materials. We'll describe the next steps towards a comprehensive physically based rendering framework, and take a look behind the scenes at NVIDIA's nvpro-pipeline technology as well as the concepts and design details required to integrate it into ESI Software Germany's new rendering framework for immersive environments. Established in more than 40 countries worldwide, ESI Group helps industrial clients shorten their product development cycle by eliminating the need for physical prototypes using interactive rendering technology.
We'll present the evolution of the high performance renderer from ESI Group, a pioneer and world-leading provider in virtual prototyping, leveraging the physics of materials. We'll describe the next steps towards a comprehensive physically based rendering framework, and take a look behind the scenes at NVIDIA's nvpro-pipeline technology as well as the concepts and design details required to integrate it into ESI Software Germany's new rendering framework for immersive environments. Established in more than 40 countries worldwide, ESI Group helps industrial clients shorten their product development cycle by eliminating the need for physical prototypes using interactive rendering technology.  Back
 
Topics:
Rendering & Ray Tracing, Product & Building Design, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2016
Session ID:
S6306
Streaming:
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Abstract:
Learn how you can map arbitrarily complex materials described with NVIDIA's Material Definition Language (MDL) onto sets of material-specific GLSL shaders using the MDL SDK. We use a skeleton of a general purpose main shader per stage, where a couple of pre-defined evaluation and sample functions are called. The body of those functions is composed by some code-snippets selected by the material analyzer. This approach has been adopted by ESI into their new rendering framework to showcase the power and flexibility of MDL. A demo will show the implementation results with focus on material re-use and sharing.
Learn how you can map arbitrarily complex materials described with NVIDIA's Material Definition Language (MDL) onto sets of material-specific GLSL shaders using the MDL SDK. We use a skeleton of a general purpose main shader per stage, where a couple of pre-defined evaluation and sample functions are called. The body of those functions is composed by some code-snippets selected by the material analyzer. This approach has been adopted by ESI into their new rendering framework to showcase the power and flexibility of MDL. A demo will show the implementation results with focus on material re-use and sharing.  Back
 
Topics:
Rendering & Ray Tracing, Product & Building Design, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2016
Session ID:
S6311
Streaming:
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