Exhibitor Tech Sessions
Full Conference Access
Basic Access
Computer Animation Festival Pass
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