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NVIDIA @ SIGGRAPH 2010
![]() This year, NVIDIA will have 13 presentations atSIGGRAPH 2010, including 6 special sessions designed to give you up-to-date information on the latest technical innovations from NVIDIA. This year's SIGGRAPH promises to be a great event, and we look forward to seeing you in Los Angeles between July 25th and 29th!
We will also be hosting a digital theater atBooth 717 in the exhibit hall, from July 27th-29th. The theater will include demonstrations and real-life case studies that cover the latest in workstation professional graphics technologies. Open to all attendees, the theater will feature both NVIDIA experts and industry luminaries from ARRI, Bandito Brothers, The Foundry, Jim Henson Creature Shop, mental images and more.
For more details about the exhibit hall and other NVIDIA booth events during SIGGRAPH, please visit the NVIDIA SIGGRAPH 2010 page.Accepted Papers, Panels, and Tutorials- PantaRay: Directional Occlusion for Fast Cinematic Lighting of Massive Scenes (Presentation)
- Jacopo Pantaleoni, Timo Alia, David Luebke
- Sunday, 25 July, 2-3:30 pm
- Monday, 26 July, 9-10:30 am
- A System for Directional Occlusion for Fast Cinematic Lighting of Massive Scenes (Technical Paper)
- Jacopo Pantaleoni, Timo Alia, David Luebke
- MONDAY, 26 JULY, 9:00 AM - 10:30 AM
- Stylized Rendering in Games course (Tutorial)
- Morgan McGuire
- MONDAY, 26 JULY | 9:00 AM - 12:15 PM
- Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations
- Richard Tonge
- Monday, 26 July, 2-5:15 pm
- OptiX: A General Purpose Ray Tracing Engine
- Steve Parker et al
- Tuesday, 27 July, 2-3:30 pm
- Reducing Shading on GPUs Using Quad-Fragment Merging
- Henry Moreton
- Tuesday, 27 July, 2-3:30 pm
- REYES using DirectX11 (Presentation)
- Andrei Tatarinov
- Wednesday, 28 July, 2-3:30 pm
- Beyond Programmable Shading I course (Tutorial)
- Jacopo Pantaleoni, David Luebke, Jonathan Ragan-Kelley
- Thursday, 29 July, 9 am-12:15 pm
- Beyond Programmable Shading II course (Tutorial)
- Jacopo Pantaleoni, David Luebke, Jonathan Ragan-Kelley
- Thursday, 29 July, 2-5:15 pm
- Advanced Techniques In Real Time Hair Rendering and Simulation (Presentation)
- Cem Yuksel and Sarah Tariq
- Thursday, 29 July, 9 am-12:15 pm
NVIDIA-Sponsored Sessions (All day, Wednesday, July 28th, Room 402B)
iray and Cloud Computing, Michael Kaplan (NVIDIA Corporation), 0900-1000
mental images’ neuray and RealityServer product platforms use CUDA capable GPUs to revolutionize the rendering landscape for3D cloud computing. Hybrid solutions based on these products will deliver photorealistic real-time rendering results to any web connected client, including mobile phones and media tablets.
In this talk, we will present:- iray - mental images’ physically correct, GPU accelerated “virtual camera” system, as incorporated into these platforms
- Hybrid solutions, incorporating GPU graphics pipeline rendering in combination with iray, providing photorealistic content interaction to large numbers of users simultaneously in the cloud.
- The RealityServer 3D cloud rendering platform.
OpenGL 4.0 for 2010, Barthold Lichtenbelt and Mark Kilgard (NVIDIA Corporation), 1015-1130
OpenGL 4.0 updates the OpenGL standard by bringing the very latest in cross-platform graphics acceleration and functionality to personal computers and workstations. OpenGL 4.0 is available today and exposes the fully graphics functionality of NVIDIA's latest Fermi-based GPUs. Learn from NVIDIA's experts what's new in OpenGL 4.0. Topics discussed include programmable tessellation, Shader Model 5.0 features in GLSL, per-sample shading, texture cube map arrays, per-color buffer blending, new transform feedback support, and new texture buffer formats. The session also covers Cg 3.0 and its ability to pre-compile shaders for NVIDIA's low-level NV_gpu_program5 extension targeting Shader Model 5.0. Also covered are leading-edge OpenGL features such as Bindless Graphics and new low- and high-dynamic range texture compression formats. For pre-Fermi GPUs, OpenGL 3.3 provides updates OpenGL 3.x to fully standardize the feature set of Shader Model 4.0 GPUs. OpenGL 3.3 adds texture swizzling, extended blending, updated occlusion queries, sampler objects, timer queries, instanced arrays, and new texture formats. Everything in OpenGL 3.3 is available in OpenGL 4.0 as well. Also learn about OpenGL interoperability with CUDA and OpenCL. NVIDIA respects your programming investment in OpenGL; NVIDIA is committed to industry-leading OpenGL functionality, conformance, and performance without concern that deprecation by other vendors will take away features from OpenGL. Whether using old or new functionality, your OpenGL applications "just work" and at full hardware speed. Attend this session to get the most out of OpenGL on NVIDIA GPUs.
Parallel Nsight: GPU Computing and Graphics Development in Visual Studio, Jeff Kiel and Kumar Iyer (NVIDIA Corporation), 1200-1300
Parallel Nsight is NVIDIA's new development environment for GPU Computing and graphics applications, fully integrated into Microsoft Visual Studio. Parallel Nsight is the industry's first massively parallel GPU debugger, and introduces hardware GPU debugging and combined CPU/GPU performance analysis tools.
In this session, attendees will learn how Parallel Nsight enables developers to:- Set hardware breakpoints and step through code running on the GPU, such as CUDA C Kernels and Direct3D HLSL shaders, while examining memory and variables
- Visualize an application's API calls and workloads across the CPU and GPU
- Inspect textures and GPU pipeline state at any time during your application's run.
Parallel Nsight supports many common GPU Computing/graphics APIs, including CUDA C, OpenCL, DirectCompute, Direct3D, and OpenGL.
Rapid GPU Ray Tracing Development with NVIDIA OptiX, Austin Robison (NVIDIA Corporation), 1315-1415
Learn how to use NVIDIA OptiX to quickly develop high performance ray tracing applications for interactive rendering, offline rendering, or scientific visualization.
Building Cutting-Edge Realtime 3D Applications, Holger Kunz and Phillip Miller (NVIDIA Corporation), 1430-1530
Learn how NVIDIA SceniX is a rapid start to building state of the art, realtime 3D applications, and how raytracing can be combined with raster graphics for new levels of interactive realism.
APEX : Creating scalable immersive game environments, Monier Maher and Aron Zoellner (NVIDIA Corporation), 1545-1700
In this talk we show how the NVIDIA APEX framework and modules empower artists to quickly generate interactive and immersive environments. We present the latest tools and show real-time examples of authoring physically simulated clothing, destructible environments, as well as various particle effects which enhance the game experience significantly. We also show how art assets can be easily scaled down to adapt to different compute platforms (from PC's to consoles) and therefore provide a truly immersive game experience on PCs as well as consoles. |
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