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NVIDIA @ SIGGRAPH 2009


This year, NVIDIA will have 13 presentations at SIGGRAPH 2009, 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 New Orleans between August 3rd and 7th!

This web page represents a snapshot-in-time of the SIGGRAPH plans. Please revisit this page from time to time to track changes, or subscribe to the "nvidiadeveloper" twitterfeed for up-to-the-minute announcements.

NVIDIA-Sponsored Sessions (All day, Wednesday, August 5th) Advances in GPU-based Image Processing and Computer Vision, James Fung (NVIDIA Corporation), 8:30-9:30am

As a massively parallel processor, the GPU is well-suited for performing 'per-pixel' operations in image processing and computer vision. However, new changes in hardware, software, and algorithm mappings allow entire vision algorithms to be performed solely on GPU. In this session, we'll discuss how GPU programming now goes beyond per-pixel mappings, and is providing speedups in image feature processing and handling, frequency domain processing, graph cuts segmentation, and more.

"3D Vision Technology - Develop, Design, Play in 3D Stereo", Samuel Gateau (NVIDIA Corporation), 9:45-10:45am

This session will present a detailed technical overview of implementing a 3D stereo experience in your application. Specifically, we will address the use cases you must address to create compelling 3D stereo applications, with an emphasis on some key technology challenges and how many are easily addressed by some basic implementation patterns. If you’re a 3D graphics developer, you will come away with a complete set of knowledge on how to implement outstanding 3D stereo applications.

Creating Immersive Environments with NVIDIA APEX, Jean Bordes, Randy Fernando, and Monier Maher (NVIDIA Corporation), 11:00am-12:15pm

In this talk, you will learn about APEX, which greatly speeds up content development by providing artist-friendly tools as well as a framework that enables turn-key solutions without a lot of engineering effort. Find out about our newly expanded suite of APEX packages (Matrix-like destruction, cinematic smoke, free-flowing clothing, fully destructible forests, interactive leaves and other ground debris, and weapon impact effects) and see real-world game examples where artists were quickly able to convert static environments into dynamic ones. Come and discover how you can enhance your games and provide a truly immersive game experience.

Alternative Rendering Pipelines on NVIDIA CUDA, Andrei Tatarinov & Alexander Kharlamov (NVIDIA Corporation), 1:30-2:30pm

This session will show how NVIDIA CUDA can be used for solving complex graphics problems. Ray-tracing and REYES are known for being hungry to computational powers, and CUDA is a perfect tool to increase performance of these approaches. The speakers present their approaches to implementing ray-tracing and REYES on CUDA, and show how to use CUDA features to achieve interactive performance on these applications.

Efficient Ray Tracing on NVIDIA GPUs, Steve Parker and Phillip Miller (NVIDIA Corporation), 2:45-3:45pm
Learn about a new, general programming interface for conducting incredibly fast ray tracing on NVIDIA GPUs using C for CUDA. This new technology will be valuable to anyone wanting to build a high performance ray trace renderer (be it interactive or off-line), accelerate an existing ray trace renderer, add ray trace capabilities to raster renderers, or even perform generic ray tracing functions.

Accelerating Realism with the NVIDIA Scene Graph, Holger Kunz and Phillip Miller (NVIDIA Corporation), 4:00-5:00pm

The NVIDIA Scene Graph quietly powers many of the world’s most demanding real-time design environments. Learn how applications can adopt this technology to greatly increase their real-time performance, interactive scene size, and rendering realism through a highly tuned scene graph, distributed GPU rendering, CgFX and now even ray tracing.

Accepted Papers, Panels, and Tutorials

Note: Please check the formal SIGGRAPH 2009 Schedule for updates on sessions and times. We will be updating this section as soon as SIGGRAPH publishes additional information.
* Evan Hart, Panel on 3D Graphics
* Dilip Sequeira, “A Discussion of Issues Concerning Simulated Physics in Games”
* Jonathan Cohen, Simon Green, and Sarah Tariq, "Real-time Car Turbulence", Computer Animation Festival (Real Time Rendering Section)
* Louis Bavoil and Sarah Tariq, "Real-time Hair Simulation", Computer Animation Festival (Real Time Rendering Section)
* Dave Luebke, "Beyond Programmable Shading" tutorial (Long course)
* Tianyun Ni and Ignacio Castano, “Efficient substitutes for subdivision surfaces" (1/2 day course)
* Louis Bavoil, Miguel Sainz, "Multi-Layer Dual-Resolution Screen-Space Ambient Occlusion" (Rendering section)

Related links:

developer.nvidia.com

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