SIGGRAPH 2008 > For Attendees > Exhibitor Tech Talks & Sessions > Exhibitor Tech Sessions

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Exhibitor Tech Sessions

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Next-Generation Hardware Rendering of Displaced Subdivision Surfaces
Wednesday, 13 August, 9 - 10 am
Room 405

An overview of the next-generation tessellation pipeline and its motivation. The focus is on one of the primary applications: rendering of displaced subdivision surfaces, which dramatically increases the realism of animated characters. The talk also shows how to adapt production pipelines to create compelling content that takes advantage of this innovative rendering model.

Ignacio Castaño
NVIDIA Corporation

Real-Time Rendering of Realistic Hair
Wednesday, 13 August, 10:15 - 10:45 am
Room 405

Until recently, simulating and rendering realistic hair with tens of thousands of strands was prohibitively expensive for real-time use. This session reviews how to render realistic hair with high geometric complexity in real time on the GPU. Topics incude efficient creation and rendering of large amounts of geometry for hair (essential for creating realistic hair, especially when the hair is moving), shading, self-shadowing, level of detail, and important performance optimizations. The talk also shows how next-generation hardware tessellation can make creating and rendering hair much more intuitive and efficient.

Sarah Tariq
NVIDIA Corporation

Adaptive Terrain Tessellation on the GPU
Wednesday, 13 August, 10:45 - 11:15 am
Room 405

Next-generation GPUs implement highly-programmable tessellation entirely on the GPU. This talk explains how tessellation can be applied to terrain rendering with displacement mapping. This tessellation scheme is adaptive, with the polygon LOD varying as a function of terrain roughness and with view-dependent silhouette detection.

Iain Cantlay
NVIDIA Corporation

Getting Physical: Solutions and Case Studies for Creating Scalable PhysX Content
Wednesday, 13 August, 11:30 am - 12:30 pm
Room 405

Using physical simulation in applications takes their level of immersion to new heights. NVIDIA's PhysX enables developers to add an unprecedented number of physical objects into scenes while maintaining high performance. This talk reviews the latest PhysX features and tools, and presents real case studies that highlight common challenges and solutions.

Monier Maher
NVIDIA Corporation

A New Generation of Performance Analysis and Shader Authoring Tools
Wednesday, 13 August, 2 - 3 pm
Room 405

This talk covers the latest releases of NVIDIA's popular PerfKit and FX Composer software products, as well as the brand-new NVIDIA Shader Debugger. Learn how to extract maximum GPU performance using PerfHUD 6.0 (for real-time debugging and profiling, with many powerful new features), GLExpert (for OpenGL debugging), and PerfSDK (an API for accessing GPU performance counters). See how FX Composer 2.5 and the Shader Debugger can make shader authoring, profiling, and debugging easy for programmers, artists, and technical directors. Discover new features such as source-level shader debugging for CG and HLSL10 shaders, Direct3D 10 support (including geometry shaders, stream out, and texture arrays), visual models and styles, particle systems, a revamped user interface, and much more.

Jeffrey Kiel
Christopher Maughan
NVIDIA Corporation

CUDA: The Democratization of Parallel Computing
Wednesday, 13 August, 3:45 - 4:45 pm
Room 405

Massively parallel computing, once the domain of supercomputers, is now widely accessible in the form of millions of CUDA-enabled GPUs. These GPUs are fully programmable, support tens of thousands of concurrent threads, and have accelerated computations in a variety of disciplines by up to two orders of magnitude.

This session provides an overview of the newest GPU architecture, the CUDA programming model, and the latest development tools. CUDA enables efficient implementation of parallel algorithms by providing a small set of readily understood extensions to the C/C++ languages, eliminating the need to learn a new language. Development is facilitated by insightful profiling and debugging tools. Since the GPU is the only widely available commodity, "manycore" chip, we explore it as a research platform for parallel programming and architecture.

Paulius Micikevicius
NVIDIA Corporation

Interactive Ray Tracing With CUDA
Wednesday, 13 August, 5 - 6 pm
Room 405

Ray tracing has long been associated with highquality graphics, but it has not been suitable for interactive use. With CUDA and an NVIDIA GPU, it is now possible to ray trace reflections from curved surfaces, refractions, and accurate shadows. By combining these effects with rasterization to efficiently compute viewing ray intersections, accurate inter-reflections and other effects can be achieved at high resolutions and frame rates.

David Luebke
Steven Parker
NVIDIA Corporation