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GTC ON-DEMAND

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Abstract:

The Developer Technology team at NVIDIA will share their experience from integrating, debugging, and profiling ray tracing while working with commercial engines and their content pipelines. This session is a good fit for anyone interested in our latest learnings (and how we got to diagnose them) from working on various demos, games, and publicly available engines like Unreal Engine 4 and Unity.

The Developer Technology team at NVIDIA will share their experience from integrating, debugging, and profiling ray tracing while working with commercial engines and their content pipelines. This session is a good fit for anyone interested in our latest learnings (and how we got to diagnose them) from working on various demos, games, and publicly available engines like Unreal Engine 4 and Unity.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG928
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Abstract:
With the advent of HDR displays, a whole new level of image quality is open for applications to exploit. Unfortunately, many developers have had to struggle with sub-par solutions in developing and mastering there content. This has often been especially tricky for real-time developers such as game developers. Many televisions fail to faithfully represent the content, and the limited set of HDR monitors could often best be described as HDR compatible rather than true HDR. The recent introduction of G-SYNC HDR monitors brings an important improvement in the level of quality and reliability. These monitors provide true high dynamic range as well as wide color gamut. While they may be marketed as great gaming monitors, the same properties that make them great gaming monitors make them great for developing, testing, and evaluating real-time content. This talk will cover practical experiences in development, analysis, and review of HDR content utilizing the technology behind G-SYNC HDR monitors.
 
With the advent of HDR displays, a whole new level of image quality is open for applications to exploit. Unfortunately, many developers have had to struggle with sub-par solutions in developing and mastering there content. This has often been especially tricky for real-time developers such as game developers. Many televisions fail to faithfully represent the content, and the limited set of HDR monitors could often best be described as HDR compatible rather than true HDR. The recent introduction of G-SYNC HDR monitors brings an important improvement in the level of quality and reliability. These monitors provide true high dynamic range as well as wide color gamut. While they may be marketed as great gaming monitors, the same properties that make them great gaming monitors make them great for developing, testing, and evaluating real-time content. This talk will cover practical experiences in development, analysis, and review of HDR content utilizing the technology behind G-SYNC HDR monitors.
 
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Topics:
Video & Image Processing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1820
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Abstract:

OpenGL has changed rapidly with five releases in less than three years. This talk will discuss how the new improvements such as debug support, tessellation, and enhanced object-oriented support can improve your application. Additionally, this talk will cover what NVIDIA''s latest features of path rendering and bindless graphics can provide.

OpenGL has changed rapidly with five releases in less than three years. This talk will discuss how the new improvements such as debug support, tessellation, and enhanced object-oriented support can improve your application. Additionally, this talk will cover what NVIDIA''s latest features of path rendering and bindless graphics can provide.

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Topics:
Gaming and AI, Media and Entertainment, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2013
Session ID:
S3420
Streaming:
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Speakers:
Evan Hart, Johannes van Waveren
- NVIDIA, id Software
Abstract:
A virtual texture implementation allows applications the ability to manage gigantic amounts of texture data for rendering complex data sets. However, practical utilization involves feeding it adequate data. The GPU offers a powerful engine capable of accelerating the transcoding of efficient storage formats into formats useful for rendering. This session will demonstrate a virtual texturing implementation and the steps needed to GPU accelerate the non-rendering portions of managing and loading the virtual texture data.
A virtual texture implementation allows applications the ability to manage gigantic amounts of texture data for rendering complex data sets. However, practical utilization involves feeding it adequate data. The GPU offers a powerful engine capable of accelerating the transcoding of efficient storage formats into formats useful for rendering. This session will demonstrate a virtual texturing implementation and the steps needed to GPU accelerate the non-rendering portions of managing and loading the virtual texture data.  Back
 
Topics:
Graphics and AI
Type:
Talk
Event:
GTC Silicon Valley
Year:
2010
Session ID:
S102152
Streaming:
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