VISIT US |
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Moscone Convention Center
Booth #1802, South Hall
Wednesday, March 2nd
10 am – 6 pm
Thursday, March 3rd
10 am – 6pm
Friday, March 4th
10 am – 3pm
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WIN GREAT PRIZES! |
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Pick up a pair of ThunderStix at the NVIDIA booth, find your match on the show floor and return to NVIDIA's booth to draw for a prize! Both winners must be present to win. |
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At GDC 2011, NVIDIA® will showcase the latest NVIDIA® GPUs powering developer tools, the hottest PC games in 3D, Tegra apps, CUDA™ apps and more.
Visit our booth at the Moscone Convention Center, South Hall #1802 and participate in the Sketch Match on Thursday or check out a talk on the latest in GPU game technology on Wednesday and Friday. Be sure to also stop by one of our Conference Session talks on Thursday in room 110, North Hall.
| ***NEW*** PRESENTATIONS FROM GDC 2011 |
View NVIDIA Game Technology Theater Presentations
DX11 Performance Gems (Jon Jansen, NVIDIA) - DOWNLOAD PDF
This session is a whistle-stop tour of DX11 features that can help improve application performance. We'll take a peek into the darker less-visited corners of DX11, we'll look at how tessellation can be used to enable new volumetric lighting effects, and we'll also take the 10000ft view of DirectCompute, focusing on its performance-enhancing features, and looking at how to make good day-to-day algorithmic choices.
Tessellation on Any Budget (John McDonald, NVIDIA) - DOWNLOAD PDF
A technical survey of real-time tessellation techniques, tricks and pitfalls that work for any development budget. Covers the spectrum from entirely procedural techniques to those that allow complete artistic freedom.
High Performance Post-Processing (Nathan Hoobler, NVIDIA) - DOWNLOAD PDF
This talk discusses common performance concerns for effects utilizing DirectCompute by walking through a sample post-processing application, applying non-obvious but important optimizations one by one and explaining how they relate to topics such as exposing parallelism, taking advantage of shared memory, and efficient data access patterns.
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NVIDIA DEVELOPER SESSIONSThursday, March 3rd, 2011. All Day. Room 110, North Hall.
| Time |
Topic |
Presenters |
| 9am – 10am |
NVIDIA Parallel Nsight: Accelerating GPU Development in BioWare's Dragon Age 2
DOWNLOAD PDF |
Jeffrey Kiel (Manager, Graphics Tools, NVIDIA) |
| 10:30am – 11:30am |
NVIDIA Tegra: Zooming to Bang Bang Racing & Next-Gen Mobile Gaming
DOWNLOAD PDF |
Lars Bishop (Senior DevTech Engineer, NVIDIA) Mike Clark (Technical Director, Playbox Games) |
| 1:30pm – 2:30pm |
Stereoscopic 3D Demystified: From Theory to Implementation in Starcraft II
DOWNLOAD PDF |
Samuel Gateau (DevTech Engineer, NVIDIA), Dominic Filion (Senior Software Engineer, Blizzard) |
| 3:00pm – 4:00pm |
The Technology Behind the DirectX 11 Unreal Engine "Samaritan" Demo
DOWNLOAD PDF |
Martin Mittring (Software Engineer, Epic Games), Bryan Dudash (DevTech Engineer, NVIDIA) |
| 4:30pm - 5:30pm |
Realistic and Interactive Clothing in Epic Games' "Samaritan" Demo Using NVIDIA APEX
DOWNLOAD PDF |
Jeremy Ernst (Technical Animator, EPIC), Dane Johnston (Sr. Technical Artist, NVIDIA), Monier Maher (APEX Product Manager, NVIDIA) |
Wednesday, March 2nd and Friday, March 4th | NVIDIA Booth # 1802
The theater will feature talks and demos on a wide range of topics covering the latest in GPU game technology. Open to all attendees, the theater is located in the NVIDIA booth and will feature developers and industry leaders from game studios and beyond. Check back here in the coming weeks for more details on featured speakers and topics.
| Wednesday, March 2nd |
| 10:00am |
Building Photorealistic Shaders with mental mill® and iray®, Laura Scholl, mental images |
| 11:00am |
Building High Performance Games for Smartphones & Tablets Using Airplay SDK, Sam Clegg, Mark Sheehan, Ideaworks |
| 12:00pm |
BitSquid Tech: Benefits of a Data-Driven Renderer Tobias Persson, Bitsquid |
| 1:00pm |
3ds Max 2012 including nRigids with Nvidia Physx, Louis Marcoux, Autodesk |
| 2:00pm |
Working with Tegra – Let ShiVa3D Take the Strain, Philip Belhassen, Stonetrip |
| 3:00pm |
GPU Radiosity: Porting the Enlighten runtime to CUDA Chris Doran, Geomerics |
| 4:00pm |
The Future of Browser Gaming with the Turbulenz Engine, Duncan Tebbs, Turbulenz |
| 5:00pm |
Need Perf? Got Bugs? Learn How Parallel Nsight Improves the Quality and Performance of Your Game, Jeffrey Kiel, NVIDIA |
| Friday, March 4th |
| 10:00am |
Creating Visually Captivating Cinematics with CryEngine3, Kirthy Iyer, Crytek |
| 11:00am |
Working with Android in Unity, Lucas Meijer, Unity |
| 12:00pm |
Next Gen Mobile Gaming with Tegra, Andrew Edelsten, NVIDIA |
| 1:00pm |
Bang Bang Racing & Next-Gen Mobile Gaming, Mike Clarke, Playbox |
| 2:00pm |
APEX Clothing with 3ds MAX, Dane Johnston, NVIDIA |
GDC Tutorial Advanced Visual Effects with DirectX 11
Monday, Feb. 28, 10am-6pm
Speakers
- Evan Hart (NVIDIA Corporation)
- Richard Huddy (AMD)
- Nicolas Thibieroz (AMD)
- Johan Andersson (DICE)
- Cem Cebenoyan (NVIDIA Corporation)
- Jon Story (AMD)
- Dan Baker (Firaxis)
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- John McDonald (NVIDIA Corporation)
- Jon Jansen (NVIDIA Corporation)
- Holger Gruen (AMD)
- Takahiro Harada (AMD)
- Nathan Hoobler (NVIDIA Corporation)
- Andreas Papathanasis (BioWare)
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Session Description
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® 11 and how they can be applied to cutting-edge PC game graphics for GPUs and APUs. This year we focus exclusively 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 support 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.
Takeaway
Attendees will gain greater insights into advanced utilization of the Direct3D 11 graphics API as used in popular shipping titles.
Intended Audience
The intended audience for this session is a graphics programmer who is planning or actively developing a Direct3D 11 application
Schedule
10-10:30am
DX11 Performance Gems (Jon Jansen, NVIDIA)
This session is a whistle-stop tour of DX11 features that can help improve application performance. We'll take a peek into the darker less-visited corners of DX11, we'll look at how tessellation can be used to enable new volumetric lighting effects, and we'll also take the 10000ft view of DirectCompute, focusing on its performance-enhancing features, and looking at how to make good day-to-day algorithmic choices.
10:30-11am
Deferred Shading Optimizations (Nicolas Thibieroz, AMD)
This session will focus on presenting GPU-based optimizations allowing better performance in deferred or semi-deferred engines.
11-11:15am BREAK
11:15-11:45am
Civilization 5 DX11 Technology (Dan Baker, Firaxis)
A technical discussion on Firaxis' Low Overhead Rendering Engine (or Firaxis' LORE). The Civilization V engine renders huge number of graphical items via a streamlined renderer and a heavily threaded engine. This enables the engine to render well over 5000 fully uniquely animated characters, without instancing or any other gimmicks. This talk will conclude with some discussion on DX11 tessellation and future work of compute shaders.
11:45am-12:15pm
Dragon Age 2 DX11 Technology (Andreas Papathanasis, BioWare)
This talk will cover the development process, technical challenges and solutions while integrating DX11 on the multiplatform DRAGON AGE 2 engine. We'll demonstrate how it is possible to integrate high impact/low cost DX11 features, cover implementation details for some of the features themselves, and present the overall benefits the technology brings to the end product.
12:15-1:45pm LUNCH
1:45-2:45pm
DirectX 11 Rendering in Battlefield 3 (Johan Andersson, DICE)
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
2:45-3pm BREAK
3-4pm
AMD's Favorite Techniques (Takahiro Harada 30mins, Holger Gruen 30mins)
This session will take a look at some of AMDs favorite techniques from the last year, including the use of DirectCompute to accelerate physics, an innovative new highly efficient solver for Diffusion DOF, and DirectCompute accelerated post-processing.
4-4:15pm BREAK
4:15-4:45pm
AMDs Favorite Techniques Contd (Jon Story 30mins)
4:45-5:30pm
Tessellation on Any Budget (John McDonald, NVIDIA)
A technical survey of real-time tessellation techniques, tricks and pitfalls that work for any development budget. Covers the spectrum from entirely procedural techniques to those that allow complete artistic freedom.
5:30-6:15pm
High Performance Post-Processing (Nathan Hoobler, NVIDIA)
This talk discusses common performance concerns for effects utilizing DirectCompute by walking through a sample post-processing application, applying non-obvious but important optimizations one by one and explaining how they relate to topics such as exposing parallelism, taking advantage of shared memory, and efficient data access patterns.
| 3DVIA / Dassault Systemes |
1818 |
| Activision |
2526 CP |
| Adobe Systems Incorporated |
2130 |
| Allegorithmic |
3014 |
| ARM |
1829 |
| Autodesk |
1424 |
| Bigpoint Inc. |
2002 |
| Bigworld |
BMR 101 |
| Blizzard Entertainment |
2432 CP |
| Crytek Gmbh |
1002 |
| Digital River |
1830 |
| Disney Interactive Media |
2420 CP |
| Electronic Arts |
BMR 101 |
| Epic Games inc. |
BS 400 |
| Geomerics |
BMR 137 / BMR 139 |
| Gold Cool |
1624 / BS 443 |
| Google, Inc. |
814 |
| Khronos Group |
1444 |
| Scaleform |
1438 |
| Shanda |
1624 / BS 443 |
| SpeedTree |
3012 |
| Stonetrip |
2010 |
| Telltale Games |
3016 CP |
| The9 |
1930 / BMR 342 |
| THQ |
2502 CP |
| Trinigy |
1810 |
| Tripwire Interactive |
2338 CP |
| Unity Technologies |
1416 |
| Thursday, March 3rd – ONE DAY ONLY! |
Sign up in the NVIDIA Booth # 1802 starting at 10 am on Thursday, March 3rd.
Get creative at the NVIDIA SKETCH MATCH Contest. Created to bring together those in the creative field, students and professionals attending GDC, the idea is to bring back that raw energy of art school, with a fun factor of competition. Those who participate are eligible to win awesome prizes. We'll provide the Old school materials, like charcoals, pastels, and chalk. Hosted by members of NVIDIA's own Creative team, we're hoping all you Creatives are up for the challenge. |
On behalf of S2 Games, acclaimed TV and movie actress Paula Garces will be making a special appearance as the persona and voice behind a not yet revealed hero in the team-based arena style game Heroes of Newerth (HoN). Drop by the NVIDIA booth at the times below to meet her and get an autograph!
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Wednesday, March 2, 2011 11:00 a.m.-12:00 p.m. and 2:00 p.m.-3:00 p.m.
Thursday, March 3, 2011 12:00 p.m.-2:00 p.m. |
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