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NVIDIA GDC 2010 专题讲座清单

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1#
发表于 2010-2-8 22:48 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
NVIDIA @ Game Developers Conference 2010
Once again, NVIDIA developers will be presenting at this year's GDC in San   Francisco. This is your chance to see new material and success stories from   developers that built games like Dark Void, EVE Online, and many others, as well as hands-on opportunities to try out our new tools, including NVIDIA Parallel Nsight (formerly codenamed "Nexus"). NVIDIA be located in the main expo area, booth2008 *UPDATED* 1702 (click here for a detailed map).
As in GDCs past, we'll also be entering the attendees of each sponsored talk   into a per-session drawing for one of NVIDIA's latest high-performance GPU's. So   come by, learn something, and maybe walk away with a new GPU in the process!
Whether you're a hardcore game developer looking into CUDA, or a visual   artist looking for better ways to master shaders, we've got something for you at   this year's GDC. Bookmark this page to get the   "last minute" updates on what NVIDIA has planned for GDC 2010. Below are the   announced NVIDIA-sponsored sessions for GDC 2010, plus other recommended sessions and tutorials:
Tegra - Developing Killer Content for Advanced Mobile   Platforms
Speaker: Lars Bishop (Mobile Developer   Technologies Engineer, NVIDIA)
        Date/Time: Thursday (March 11, 2010)   9:00am - 10:00am
        Track: Programming
      Experience Level: All

Tegra is the world's first dual-core mobile   processor and is enabling a new era in mobile content. Tegra is being built into   diverse devices from phones, tablets and smartbooks to set-top boxes and TVs,   creating a high-volume content opportunity. Come for insights into developing 3D   and multimedia mobile applications Android, Linux and Windows CE; see   demonstrations of NVIDIA's Tegra developers - kit and tools, including PerfHUD   ES; learn cutting-edge techniques for integrating video and 3D into augmented   reality titles using cross-platform Khronos APIs. Discover how to tap into Tegra   and be a part of the mobile content revolution.
  
  
Physically Simulated Clothing in Eve Incarna Using NVIDIA   APEX
Speaker: Vigfus Omarsson (Lead Technical   Artist, CCP), Snorri Sturluson (Senior   Software Engineer, CCP), Monier Maher (APEX Product   Manager, NVIDIA)
        Date/Time: Thursday (March 11, 2010)   1:30pm — 2:30pm
        Track: Visual   Arts
      Experience Level: All
In this session, we will demonstrate how CCP added physically   simulated clothing to their Eve Incarna characters using NVIDIA's APEX Clothing.   We will demonstrate, step by step, the full authoring pipeline, from DCC tools   to final integration into the game engine. This session introduces the full   NVIDIA APEX suite of artist friendly tools and runtime libraries (Clothing,   Destruction, Particles, Turbulence & Vegetation), which significantly speed   up creation and inclusion of scalable, dynamic content without a large   engineering effort.
     
Authoring Physically Simulated Destruction with NVIDIA   APEX
Speaker: Bryan Galdrikian (Senior   Application Engineer, NVIDIA), Dane Johnston (Technical Artist,   NVIDIA)
        Date/Time: Thursday (March 11, 2010)   3:00pm - 4:00pm
        Track: Visual   Arts
      Experience Level: All

In this session we will show how an artist can quickly add   cinematic scale destruction to their game levels using NVIDIA APEX Destruction.   We will demonstrate, step by step, the full authoring pipeline, from DCC tools   to final integration into a game engine, including a case study. This session   introduces the full NVIDIA APEX suite of artist friendly tools and runtime   libraries (Clothing, Destruction, Particles, Turbulence & Vegetation), which   greatly speeds up development of scalable, dynamic content without requiring a   large engineering effort
   
NVIDIA's New Game Development Environment: NVIDIA Parallel Nsight™
Speaker: Jeffrey Kiel (Manager of   Graphics Tools, NVIDIA), Kumar Iyer (Product Manager,   NVIDIA), Sebastien   Domine (Senior Director of Development Tools,   NVIDIA)
        Date/Time: Thursday (March 11, 2010)   4:30pm - 5:30pm
        Track: Programming
      Experience Level: All
Come learn about NVIDIA's new development environment for   heterogeneous (CPU+GPU) platforms, integrated into Microsoft Visual Studio. This   is the world's first GPU hardware source debugger for HLSL shaders,   DirectCompute and CUDA C++, and adds powerful DirectX 10 and 11 frame capture   and analysis, pixel history, and platform-level performance tools that can show   you activities across your GPU, CPU and the operating system. One platform   allows you to seamlessly develop CPU and GPU code for the first time. Session   attendees will see a live demo of the GPU development environment, and learn how   to debug and optimize their GPU code and API usage directly from Visual Studio.   Attendees will also learn how to get access to the Beta program for this   game-changing development tool.

   
Other Sessions Featuring NVIDIA Speakers
Advanced Visual Effects with Direct3D (Full Day Tutorial)

Speakers:
      Holger Gruen, AMD
      Simon Green, Senior Software   Engineer, NVIDIA
      Ashu Rege, Developer Relations, Nvidia
      Richard Huddy,   Developer Relations Manager, AMD
      Nicolas Thibieroz, European Developer   Relations, AMD
      Sarah Tariq, Developer Technology Software Engineer,   NVIDIA
      Jon Story, AMD
      Cem Cebenoyan, Developer Technology Manager, NVIDIA      
      

Brought to you with the collaboration   of the industry´s leading hardware and software vendors, this day-long tutorial   provides an in-depth look at the Direct3D® technologies in   DirectX®  10, 10.1 and 11, and how they can be applied to cutting-edge   game graphics. The primary focus will be on DirectX 11, examining a variety of   special effects which illustrate its use in real game content. This will include   detailed presentations from AMD and NVIDIA´s demo and developer relations teams   as well as some of the top game developers who ship real games into the   marketplace. In addition to illustrating the details of rendering advanced   real-time visual effects, this tutorial will cover a series of vendor-neutral   optimizations that developers need to keep in mind when designing their engines   and shaders.

Taking Fluid Simulation     Out of the Box: Particle Effects in Dark Void

Speaker: Sarah Tariq (Developer Technology Software Engineer, NVIDIA), Joe Cruz     (VFX Lead, Airtight Games)
        Date/Time: TBD
        Track: Programming
    Level: All   
In this session we will talk about 3D fluid simulation driven   effects that we created in the game Dark Void. We will go over the details of   how to implement a seamless, scalable and direct-able fluid simulation in a game   engine and use it to create the next generation of fluid driven effects. We   believe that these techniques are feasible for games, not just tech demos and   movies, and we hope to inspire the audience into using such techniques to create   amazing effects in their own games. Intended Audience Effects programmers and   visual effect artists interested in realistic and visually compelling fluid   simulation. Some background in fluid simulation techniques would be useful but   not required. Takeaway Highly detailed, interactive fluid simulation is not   something we can only hope to see in movies or in tech demos; it is a feasible   technology which is being used to make fantastic effects in shipping games   today. In this session we will go over the details of how to implement a   seamless, scalable and direct-able fluid simulation in a game engine and how to   use it to create the next generation of fluid driven effects.      

Khronos-sponsored Session] Mobile - Featuring WebGL
Speaker: Tom Olson (Open GL ES Work Group   Chair, Khronos) and Neil Trevett (President, Khronos Group)
      Date/Time: Friday (March 12, 2010)   3:00pm — 4:00pm
      Track: Programming
    Experience Level: Intermediate
Khronos has developed a   broad ecosystem of mobile visual computing APIs - including OpenGL ES, OpenMAX   IL, OpenVG, EGL and OpenKODE - that is enabling advanced user interfaces, 3D   games and other rich-media applications on a wide range of handheld devices. The   Khronos Mobile session will provide an inside track on the new media APIs being   used to develop the billion-dollar, billion-user gaming and mobile multimedia   markets! WebGL brings hardware-accelerated 3D graphics in Web pages without the   need for browser plug-ins by defining a JavaScript binding to OpenGL and OpenGL   ES 2.0 to enable rich 3D graphics within a browser on any platform supporting   the OpenGL or OpenGL ES graphics standards. WebGL is being adopted by the major   browser vendors. This session will present the industry's first detailed update   on the WebGL 1.0 specification..

[Khronos-sponsored Session] OpenCL
Speaker: Neil Trevett (President, Khronos Group)
      Date/Time: Thursday (March 11, 2010)   1:30pm - 2:30pm
      Track: Programming
    Experience Level: Intermediate
OpenCL is the open,   royalty-free standard for general purpose parallel programming across CPUs, GPUs   and other processors. OpenCL provides software developers portable and efficient   access to the full power of a wide range of systems including high-performance   compute servers, desktop computer systems and handheld devices. OpenCL defines a   high-performance, portable parallel programming abstraction to accelerate a wide   range of applications, including consumer, media, scientific and HPC solutions.   By creating an efficient, close-to-the-metal programming interface, OpenCL is   the foundation layer of a parallel computing ecosystem of platform-independent   tools, middleware and applications. At this session you will meet designers and   implementers of this significant new standard for heterogeneous parallel   programming on GPUs and CPUs, and learn how OpenCL inter-operates with OpenGL   and DirectX, enabling advanced, cross-platform, gaming visual computing   applications. .

[Khronos-sponsored Session] OpenGL - Featuring WebGL
Speaker: Barthold Lichtenbelt (OpenGL   Work Group Chair, NVIDIA)
      Date/Time: Thursday (March 11, 2010)   3:00pm — 4:00pm
      Track: Programming
    Experience Level: Intermediate
OpenGL is the most widely   adopted 2D and 3D graphics API in the industry, bringing thousands of   applications to a wide variety of computer platforms and enabling developers to   leverage the very latest in graphics acceleration. This Session will present the   latest updates to this rapidly evolving standard and will explain best practices   for performance and forwards compatibility. WebGL brings hardware-accelerated 3D   graphics in Web pages without the need for browser plug-ins by defining a   JavaScript binding to OpenGL and OpenGL ES 2.0 to enable rich 3D graphics within   a browser on any platform supporting the OpenGL or OpenGL ES graphics standards.   WebGL is being adopted by the major browser vendors. This session will present   the industry's first detailed update on the WebGL 1.0 specification.


We look forward to seeing you at GDC 2010!
2#
发表于 2010-2-8 22:59 | 只看该作者
看的懂部分。。。。。
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3#
发表于 2010-2-8 23:07 | 只看该作者
请站长给各个Session的幻灯片,谢谢
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4#
发表于 2010-2-8 23:16 | 只看该作者
居然还有NV和AMD合讲的部分,M$脸真大
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5#
发表于 2010-2-8 23:19 | 只看该作者
居然还有NV和AMD合讲的部分,M$脸真大
什么? 发表于 2010-2-8 23:16



    微软才是话事人
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6#
 楼主| 发表于 2010-2-8 23:19 | 只看该作者
居然还有NV和AMD合讲的部分,M$脸真大
什么? 发表于 2010-2-8 23:16

历年均是如此。
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7#
发表于 2010-2-8 23:28 | 只看该作者
按照中国人习惯, 标题是否应该为 " GDC 2010  NVIDIA 专题讲座清单"比较合适?

Khronos 也赞助, 所以不能讲是完全看 MS$ 面色

搭车 同求PPT + 注解  
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8#
 楼主| 发表于 2010-2-8 23:33 | 只看该作者
一般需要两周后才能看到下载。
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9#
发表于 2010-2-8 23:59 | 只看该作者
现场录音比PPT 内容丰富得多.
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10#
 楼主| 发表于 2010-3-24 00:46 | 只看该作者
NVIDIA @ Game Developers Conference 2010
We want to thank all of you that attended the 2010 Game Developers   Conference, and want to offer a special thanks to those that stopped by our   booth in the Main Hall! We hope you enjoyed the variety of presentations we had   to offer, and welcome any feedback or suggestions you can offer to us for next   year through our NVIDIA   Developer Forums. We look forward to seeing you next year!GDC 2010 Sessions (Full videos coming soon!)
      
Physically Simulated Clothing by CCP (EVE Online) Using NVIDIA APEX (PDF Slides)   
  • Speakers: Vigfus Omarsson (Lead Technical Artist, CCP), Snorri Sturluson (Senior Software Engineer, CCP), Monier Maher (APEX Product Manager, NVIDIA)
  • In this session, we will demonstrate how CCP added physically   simulated clothing to their Eve Incarna characters using NVIDIA's APEX Clothing.   We will demonstrate, step by step, the full authoring pipeline, from DCC tools   to final integration into the game engine. This session introduces the full   NVIDIA APEX suite of artist friendly tools and runtime libraries (Clothing,   Destruction, Particles, Turbulence & Vegetation), which significantly speed   up creation and inclusion of scalable, dynamic content without a large   engineering effort.
                                       
APEX Clothing 3ds MAX plug-in demo (PDF Slides)

Authoring Physically Simulated Destruction with NVIDIA   APEX (PDF Slides)
  • Speaker: Bryan Galdrikian (Senior Application Engineer, NVIDIA), Dane Johnston (Technical Artist, NVIDIA)
  • In this session we will show how an artist can quickly add   cinematic scale destruction to their game levels using NVIDIA APEX Destruction.   We will demonstrate, step by step, the full authoring pipeline, from DCC tools   to final integration into a game engine, including a case study. This session   introduces the full NVIDIA APEX suite of artist friendly tools and runtime   libraries (Clothing, Destruction, Particles, Turbulence & Vegetation), which   greatly speeds up development of scalable, dynamic content without requiring a   large engineering effort


Screen Space Fluid Rendering for Games (PDF Slides)
  • Simon Green (NVIDIA)

DirectCompute Performance (PDF Slides)
  • Nicolas  Thibieroz (AMD) and Cem Cebenoyan (NVIDIA)

DX11 Effects in Metro 2033 (PDF Slides)
  •   Oles Shishkovtsov (4A Games) and     Ashu Rege (NVIDIA)

Enriching Details using Direct3D 11 Tesselation(PDF Slides)
  • Tianyun  Ni (NVIDIA)

Tesselation Performance (PDF Slides) / Tesselation Performance NVIDIA-only (PDF Slides)
  • Jon Story (AMD) and Cem Cebenoyan (NVIDIA)

Taking Fluid Simulation     Out of the Box: Particle Effects in Dark Void (PDF Slides)
  • Speaker: Sarah Tariq (Developer Technology Software Engineer,   NVIDIA), Joe Cruz (VFX Lead, Airtight Games)
  • In this session we will talk about 3D fluid simulation driven effects that we   created in the game Dark Void. We will go over the details of how to implement a   seamless, scalable and direct-able fluid simulation in a game engine and use it   to create the next generation of fluid driven effects. We believe that these   techniques are feasible for games, not just tech demos and movies, and we hope   to inspire the audience into using such techniques to create amazing effects in   their own games. Intended Audience Effects programmers and visual effect artists   interested in realistic and visually compelling fluid simulation. Some   background in fluid simulation techniques would be useful but not required.   Takeaway Highly detailed, interactive fluid simulation is not something we can   only hope to see in movies or in tech demos; it is a feasible technology which   is being used to make fantastic effects in shipping games today. In this session   we will go over the details of how to implement a seamless, scalable and   direct-able fluid simulation in a game engine and how to use it to create the   next generation of fluid driven effects.

NVIDIA's New Game Development Environment: NVIDIA Parallel Nsight™ (PDF Slides)
  • Speaker: Jeffrey Kiel (Manager of Graphics Tools, NVIDIA), Kumar Iyer (Product Manager, NVIDIA), Sebastien Domine (Senior Director of Development Tools,   NVIDIA)
  • Come learn about NVIDIA's new development environment for heterogeneous   (CPU+GPU) platforms, integrated into Microsoft Visual Studio. This is the   world's first GPU hardware source debugger for HLSL shaders, DirectCompute and   CUDA C++, and adds powerful DirectX 10 and 11 frame capture and analysis, pixel   history, and platform-level performance tools that can show you activities   across your GPU, CPU and the operating system. One platform allows you to   seamlessly develop CPU and GPU code for the first time. Session attendees will   see a live demo of the GPU development environment, and learn how to debug and   optimize their GPU code and API usage directly from Visual Studio. Attendees   will also learn how to get access to the Beta program for this game-changing   development tool.

Tegra - Developing Killer Content for Advanced Mobile Platforms  (PDF Slides)
  • Speaker: Lars Bishop (Mobile Developer   Technologies Engineer, NVIDIA)
  • Tegra is the world's first dual-core mobile   processor and is enabling a new era in mobile content. Tegra is being built into   diverse devices from phones, tablets and smartbooks to set-top boxes and TVs,   creating a high-volume content opportunity. Come for insights into developing 3D   and multimedia mobile applications Android, Linux and Windows CE; see   demonstrations of NVIDIA's Tegra developers - kit and tools, including PerfHUD   ES; learn cutting-edge techniques for integrating video and 3D into augmented   reality titles using cross-platform Khronos APIs. Discover how to tap into Tegra   and be a part of the mobile content revolution.
NVIDIA Theater Presentations
APEX Clothing with 3ds Max  (external link, opens in new window)
           Gavin Kistner, Product Designer, NVIDIA
NVIDIA Immersive Gaming–3D and Multi-Display Support  (external link, opens in new window)
           Andrew Fear, Senior Product Manager, Consumer 3D Products, NVIDIA
Practical Triangle Tessellation  (external link, opens in new window)
           Dan Amerson, Technical Director, Runtime: Emergent Game Technologies
Enlighten: Total Artistic Control over Game Lighting  (external link, opens in new window)
           Chris Doran, COO and Founder, GEOMERICS
           Ivan Pedersen, Lead Artist, GEOMERICS
Unity for Engineers  (external link, opens in new window)
           Lucas Meijer, Engineer, Principal Presenter, Unity
           Aras Pranckevicius, Lead Graphics Engineer, Unity
Physically Simulated Clothing By CCP (EVE Online) Using NVIDIA APEX  (external link, opens in new window)
           Vigfus Omarsson, Lead Technical Artist, CCP
           Snorri Sturluson, Senior Software Engineer, CCP
           Monier Maher, APEX Product Manager, NVIDIA
APEX Vegetation with the SpeedTree® Modeler (external link, opens in new window)
           Michael Sechrest, President and Co-Founder, Interactive Data Visualization (IDV), Inc.,
           Lou Rohan, Senior Software Engineer, NVIDIA
Vision Engine 8 (external link, opens in new window)
           Dag Frommhold, Managing Partner, Trinigy
Parallel Nsight: GPU Development in Visual Studio  (external link, opens in new window)
           Kumar Iyer, Product Manager, NVIDIA
Practical Use of Tessellation in Unigine Heaven Benchmark  (external link, opens in new window)
           Denis Shergin, CEO and Co-Founder, Unigine Corp.
           Alexander Zaprjagaev, CTO, Unigine Corp.
Lip Syncing with Face Robot using Softimage 2011  (external link, opens in new window)
           Mark Schoennagel, Senior 3D Evangelist, Autodesk Softimage
Advanced OpenGL, OpenGL ES and OpenCL debugging and profiling using gDEBugger  (external link, opens in new window)
    Avi Shapira, Founder and CEO of Graphic Remedy
CryENGINE®3  (external link, opens in new window)
    Sean Tracy, Field Applications Engineer, Crytek
DMM2–Next Generation Digital Molecular Matter by Pixelux (external link, opens in new window)
    Mitch Bunnell, Chief Executive Officer, Pixelux Entertainment, Inc.
APEX Destruction using PhysX Lab (external link, opens in new window)
    Bryan Galdrikian, Senior Apps Engineer, Physics R&D, NVIDIA



We look forward to seeing you at GDC 2011!
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