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GTC ON-DEMAND

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 Variable Rate Shading. This talk is intended for software developers, while some concepts are API independent, others focus on OpenGL and/or Vulkan.
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
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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.

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 efficiently.
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:
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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 efficiently.
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:
Real-Time Graphics, Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8695
Streaming:
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Abstract:
From virtualization to OpenGL GPU-multicast, we'll cover the full range of NVIDIA technologies available for implementing systems that contain multiple GPUs for real-time graphics applications. Techniques available for leveraging multi-GPU architectures range from fully implicit (e.g., GRID) to fully explicit (e.g., GPU affinity and multicast). We'll discuss the specific advantages of each approach, along with examples for how each method can be implemented. We'll also cover synchronization and streaming.
From virtualization to OpenGL GPU-multicast, we'll cover the full range of NVIDIA technologies available for implementing systems that contain multiple GPUs for real-time graphics applications. Techniques available for leveraging multi-GPU architectures range from fully implicit (e.g., GRID) to fully explicit (e.g., GPU affinity and multicast). We'll discuss the specific advantages of each approach, along with examples for how each method can be implemented. We'll also cover synchronization and streaming.  Back
 
Topics:
GPU Virtualization, Virtual Reality & Augmented Reality, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8205
Streaming:
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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:

Autodesk and NVIDIA will provide an update on current VR rendering features and their use in the wild. We'll introduce a new VR SLI extension and give an overview on other VR-related hardware features and algorithms. We'll then discuss their integration into Autodesk VRED and showcase the performance improvements achieved by leveraging features like VR SLI, single-pass stereo, and occlusion culling and how they help to great stunning VR experiences using complex, real-world automotive engineering and design datasets.

Autodesk and NVIDIA will provide an update on current VR rendering features and their use in the wild. We'll introduce a new VR SLI extension and give an overview on other VR-related hardware features and algorithms. We'll then discuss their integration into Autodesk VRED and showcase the performance improvements achieved by leveraging features like VR SLI, single-pass stereo, and occlusion culling and how they help to great stunning VR experiences using complex, real-world automotive engineering and design datasets.

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Topics:
Virtual Reality & Augmented Reality, AEC & Manufacturing, Rendering & Ray Tracing, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7459
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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:

Since modern workstation applications become less CPU bound due to more efficient rendering pipelines, the GPU can become the bottleneck in a system and multi-GPU rendering can become an option to further speed up the rendering process. The first part of this talk will show the available tools for multi-gpu programming, including GPU-bound OpenGL contexts and functionality for synchronization and data transfer. The second part will dive into the details of designing a multi-threaded rendering pipeline which can be used to split up and distribute rendering tasks across a set of GPUs. Several split approaches and their resulting scaling behavior will be presented and discussed.

Since modern workstation applications become less CPU bound due to more efficient rendering pipelines, the GPU can become the bottleneck in a system and multi-GPU rendering can become an option to further speed up the rendering process. The first part of this talk will show the available tools for multi-gpu programming, including GPU-bound OpenGL contexts and functionality for synchronization and data transfer. The second part will dive into the details of designing a multi-threaded rendering pipeline which can be used to split up and distribute rendering tasks across a set of GPUs. Several split approaches and their resulting scaling behavior will be presented and discussed.

  Back
 
Topics:
Real-Time Graphics, Media and Entertainment, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2015
Session ID:
S5291
Streaming:
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Abstract:

With more workstation applications utilizing more efficient rendering pipelines and rendering larger scenes with more complex fragment shaders, GPUs can become the bottleneck in a system. The first part of this talk will be a refresher on multi-gpu programming basics to scale your rendering tasks. We show how to target individual APIs programmatically as well as structure your application by using multiple threads, OpenGL contexts and handle the synchronization and data transfer. The second part will dive in to details of designing a rendering pipeline that can efficiently utilize a multi-GPU setup by splitting rendering tasks into a set of phases. These phases represent a set of threads that distribute the rendering load across a set of GPUs. The talk will comprise how to set up a multithreaded application using C++11 constructs, how to analyze/debug the performance of a graphics application, how to do PCIe transfers efficiently and how to optimally distribute workload across different GPUs.

With more workstation applications utilizing more efficient rendering pipelines and rendering larger scenes with more complex fragment shaders, GPUs can become the bottleneck in a system. The first part of this talk will be a refresher on multi-gpu programming basics to scale your rendering tasks. We show how to target individual APIs programmatically as well as structure your application by using multiple threads, OpenGL contexts and handle the synchronization and data transfer. The second part will dive in to details of designing a rendering pipeline that can efficiently utilize a multi-GPU setup by splitting rendering tasks into a set of phases. These phases represent a set of threads that distribute the rendering load across a set of GPUs. The talk will comprise how to set up a multithreaded application using C++11 constructs, how to analyze/debug the performance of a graphics application, how to do PCIe transfers efficiently and how to optimally distribute workload across different GPUs.

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Topics:
Rendering & Ray Tracing, Large Scale Data Visualization & In-Situ Graphics, Media and Entertainment, Real-Time Graphics
Type:
Tutorial
Event:
GTC Silicon Valley
Year:
2014
Session ID:
S4455
Streaming:
Share:
 
 
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