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GTC ON-DEMAND

Presentation
Media
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.
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
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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 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.

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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Abstract:
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.
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
 
Topics:
Real-Time Graphics, Performance Optimization
Type:
Talk
Event:
GTC Silicon Valley
Year:
2016
Session ID:
S6138
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Abstract:
We'll present rendering technology for stylized lines, often found in blueprint drawings for CAD software. The techniques allow higher quality depiction of lines than classic OpenGL, by adding flexibility to stippling patterns or joints, and improve the quality of lines with arbitrary widths. We'll present several optimization techniques that the system makes use of.
We'll present rendering technology for stylized lines, often found in blueprint drawings for CAD software. The techniques allow higher quality depiction of lines than classic OpenGL, by adding flexibility to stippling patterns or joints, and improve the quality of lines with arbitrary widths. We'll present several optimization techniques that the system makes use of.  Back
 
Topics:
Product & Building Design, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2016
Session ID:
S6143
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Abstract:
We will present the latest OpenGL technology from NVIDIA (NV_command_list) and rendering algorithms to render large scenes, typically found in CAD/DCC applications. Through the use of new powerful OpenGL extensions, the GPU can be leveraged very efficiently to do more work autonomously of the CPU. We provide algorithms and usage scenarios for scenes made out of many parts (millions) including GPU creating its own work for rendering (occlusion culling) and transformation updates. The data management allows to minimize data transfers and a high flexibility to make changes to the scene, so that interactive editing and viewing of large data sets is possible.
We will present the latest OpenGL technology from NVIDIA (NV_command_list) and rendering algorithms to render large scenes, typically found in CAD/DCC applications. Through the use of new powerful OpenGL extensions, the GPU can be leveraged very efficiently to do more work autonomously of the CPU. We provide algorithms and usage scenarios for scenes made out of many parts (millions) including GPU creating its own work for rendering (occlusion culling) and transformation updates. The data management allows to minimize data transfers and a high flexibility to make changes to the scene, so that interactive editing and viewing of large data sets is possible.  Back
 
Topics:
Real-Time Graphics, Performance Optimization, Developer - Algorithms, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2015
Session ID:
S5135
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Abstract:

OpenGL provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.

OpenGL provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.

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Topics:
Best of GTC Talks
Type:
Talk
Event:
SIGGRAPH
Year:
2014
Session ID:
SIG4117
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Abstract:
OpenGL 4.4 provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.
OpenGL 4.4 provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.  Back
 
Topics:
Real-Time Graphics, Performance Optimization, Media and Entertainment
Type:
Talk
Event:
GTC Silicon Valley
Year:
2014
Session ID:
S4379
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Abstract:
Rendering many transparent surfaces is still a challenge int real-time rendering. With hardware features exposed in OpenGL 4 it is possible to minimize the amount of geometry passes and create transparency effects with order-independent drawing. Several techniques with different quality, performance and memory usage characteristics will be presented. The approaches will be evaluated on two different scenarios, hair and CAD model rendering.
Rendering many transparent surfaces is still a challenge int real-time rendering. With hardware features exposed in OpenGL 4 it is possible to minimize the amount of geometry passes and create transparency effects with order-independent drawing. Several techniques with different quality, performance and memory usage characteristics will be presented. The approaches will be evaluated on two different scenarios, hair and CAD model rendering.  Back
 
Topics:
Real-Time Graphics, Performance Optimization
Type:
Talk
Event:
GTC Silicon Valley
Year:
2014
Session ID:
S4385
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Abstract:

The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU's compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.

The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU's compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.

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Topics:
Graphics Performance Optimization, Computer Aided Engineering
Type:
Talk
Event:
GTC Silicon Valley
Year:
2013
Session ID:
S3032
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Abstract:

To analyze datasets visually, systems with fast feedback loops on user interaction are beneficial. In this session rendering and preprocessing techniques for medical volume data will be presented using OpenGL and CUDA. In the context of the coronary artery disease the analysis of individual vessel branches is important. We show how local transfer function application and generation by means of histogramm analysis can help navigating and finding details in the datasets. Furthermore, domain-specific acceleration and illustration techniques for volume rendering are also applied to datasets from brain aneurysms.

To analyze datasets visually, systems with fast feedback loops on user interaction are beneficial. In this session rendering and preprocessing techniques for medical volume data will be presented using OpenGL and CUDA. In the context of the coronary artery disease the analysis of individual vessel branches is important. We show how local transfer function application and generation by means of histogramm analysis can help navigating and finding details in the datasets. Furthermore, domain-specific acceleration and illustration techniques for volume rendering are also applied to datasets from brain aneurysms.

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Topics:
Medical Imaging & Radiology
Type:
Talk
Event:
GTC Silicon Valley
Year:
2012
Session ID:
S2105
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