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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 SpeakersAdvanced 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
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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! |
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