This session will cover the technologies behind NVIDIA GRID and game streaming in the cloud. We will present NVIDIA GRID technologies and the software components of the GRID SDK used for capturing graphics and using the hardware compression engine enabling developers to deliver the ultimate low latency cloud gaming experience. The second part will review our set of optimization guidelines to enable efficient game streaming from the cloud for improvements in performance and enhancements in the gameplay experience. We will also present research in cloud exclusive techniques that enable the use of of Global Illumination, Multiple-Viewport Rendering, and Hybrid and Cloud rendering for advanced game engines.
A technical presentation on how to animate and render thousands of skinned characters interactively using the GPU for real-time visualization. Autodesk introduced the ìproject Geppettoî plugin to 3ds Max 2013 allowing to generate crowd flows to a model in order to populate it. The generated crowd motion files can be replayed like any animation. We collaborated with the Geppetto team in order to develop a real-time GPU accelerated viewer of the crowd animation using the same asset as the plugin. The characters are animated and rendered on the GPU, all the character graphics resource as well as the repertoire of motion clips are loaded on video memory. The input to each character animation is a motion path describing the path and the blending of motion clips at each frame. The algorithm performs the animation skeleton from this motion path which update the skeleton pose of the character and then render it performing skinning. In order to gain performances with the GPU, the characters are instanced so the steps of the algorithm can be performed efficiently in large batch on the GPU. We will detail the architecture of the real-time viewer and demonstrate its performances.