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NVIDIA Sessions at SIGGRAPH 2007
Smoke, Fire and Water with Fluid Dynamics
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Physically based animation of fluids such as smoke, water and fire provides some of the most stunning visuals in computer graphics, but has historically been the domain of high-quality offline rendering due to its great computational cost. In this presentation we will talk about how to simulate and render these effects in real time on the GPU, and also how to build a unified system that seamlessly integrates these effects into real time applications such as video games.
NVIDIA FX Composer 2: Shader Authoring for Everyone
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FX Composer 2 is a state-of-the-art shader development platform for technical directors, programmers, and artists. It is designed for quick and easy shader authoring and convenient integration into existing production pipelines. It supports authoring of Cg, HLSL, and COLLADA FX shaders, and has many features such as shader profiling, integrated access to an online Shader Library, artist-friendly tweakables, scripting, custom plug-ins, a convenient start page, customizable toolbars and layouts, and more. (FX Composer 2 RC1)
GPU Gems 3 Sampler
Part 1 - Summed-Area Variance Shadow Maps
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This improved version of the Variance Shadow Maps (VSM) reduces the light bleeding artifacts associated with the original VSM algorithm.
Aditionally, introducing summed area tables (SATs) the author has made it possible to compute shadow contributions for arbitrary rectangular regions efficiently, therefore making it a must-see algorithm for soft shadows without aliasing. This technique is fully explained in the upcoming GPU Gems 3 book.
Part 2 - Playable Universal Capture
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This overview will discuss and demonstrate the real-time implementation of Universal Capture - a facial capture approach that delivers unmatched animation fidelity while offering flexibility to create unique visuals. The technique has progressed from its film applications (The Matrix movies) to fully interactive (E3 2006 Tiger Woods Demo), ultimately being used for animating facial performances in the video games Tiger Woods PGA Tour 07 and Need for Speed: Carbon. The "Playable Universal Capture" technique by George Borshukov, Jefferson Montgomery and John Hable from Electronic Arts is described in GPU Gems 3.
NVIDIA Perfkit 5: Optimize Your Application in Real-Time
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This talk will focus on PerfHUD 5, the latest version of NVIDIA's real-time performance analysis tool with numerous major improvements such as shader edit-and-continue, render state edit-and-continue, customizable graphs, numerous user interface enhancements, and a host of other useful features. Attendees will also learn how to use the other components of PerfKit: access powerful GPU performance counters in OpenGL and DirectX with PerfSDK, identify OpenGL API usage and performance errors with GLExpert, and tune fragment programs using ShaderPerf. (Perfkit page)
GPU Gems 3: Advanced Skin Rendering
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NVIDIA's Demo Team will do an overview of its advanced skin rendering techniques as seen in the Human Head demo. The demo engineers will discuss a highly realistic, physically based real-time skin shader that is easy to implement and highly scalable to meet the performance needs of your application. The skin rendering technique is explained in detail in the upcoming GPU Gems 3 book.
Real-Time Voxelization of Triangle Meshes on the GPU
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Stencil Routed A-Buffe
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