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GTC ON-DEMAND

Presentation
Media
Abstract:
Nvpro-pipeline is a research rendering pipeline based on SceniX featuring a scene graph, an effect system including support for OIT algorithms, a xbar which generates a flat list of objects to render, a frustum culling system, and RiX as rendering backend which supports several OpenGL techniques to keep the CPU cost of rendering as minimal as possible. This talk will present the different modules of the pipeline and some of the implementation details.
Nvpro-pipeline is a research rendering pipeline based on SceniX featuring a scene graph, an effect system including support for OIT algorithms, a xbar which generates a flat list of objects to render, a frustum culling system, and RiX as rendering backend which supports several OpenGL techniques to keep the CPU cost of rendering as minimal as possible. This talk will present the different modules of the pipeline and some of the implementation details.  Back
 
Topics:
Real-Time Graphics, Performance Optimization, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2015
Session ID:
S5148
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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:

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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