Explore featured sessions for graphics, 3D design, and simulation.

Discover the latest innovations in computer graphics, design, and simulation. From real-time ray tracing to AI-enhanced workflows, experience how NVIDIA RTX-powered technologies and features are providing more realistic visualizations for professionals worldwide.

GTC KEYNOTE

Jensen Huang | NVIDIA | Founder and CEO

Watch the keynote replay to hear Jensen Huang's insight into how NVIDIA is driving the rapid pace of technology advancements to help solve the world's toughest challenges.

Featured Speakers

Konrad Tollmar / Linus Gisslen

Advance Game Testing with AI

Konrad Tollmar // Linus Gisslen
Research Director / Professor // Senior ML Research Engineer,  Electronic Arts

Anne Hecht / John Fanelli

Learn About the Latest Innovations in GPU-Accelerated Virtualization

Anne Hecht // John Fanelli
Senior Director of Product Marketing, Accelerated Computing Solutions // Vice President, NVIDIA

Jesus Luque / Sergio Martinez Portela

Wearing the Omniverse: Photogrammetry Applied to Clothing

Jesus Luque // Sergio Martinez Portela 
CTO // Head Software Engineer
Peris Digital

Michael Berhanu

Sessions By Topic

Collaboration and Simulation

  • Exploring Omniverse, USD, and Real-time Rendering to Transform Global Film Production and Workflows at DNEG

    • Daire Byrne, Global Head of Systems, DNEG
    • Michael Corcoran, Global Workflow Architect, Creatures, DNEG
    • Bernhard  Kerschbaumer, Global Workflow Architect, Shots, DNEG
    • Roy C. Anthony, Global Head of Research, DNEG

    Real-time rendering and cloud-centric Universal Scene Description (USD)-based workflows have the potential to reinvent the artist experience and empower geographically diverse pipeline teams with next-generation tooling. 

  • Foundations of the Metaverse: Omniverse Nucleus for Collaboration

    • TJ Galda, Director of Product Management, NVIDIA

    Get a closer look into Omniverse Nucleus, the Omniverse platform’s revolutionary collaboration and database engine that allows live editing for multiple artists at once. Also, see a real-time Omniverse-accelerated workflow with Omniverse Connectors, enabling 3D artists and creators to work collaboratively across leading industry tools.

  • A New Era of Realism: Building Breathtaking Cinematic Renderings in Omniverse

    • Andrew Averkin, Lead Environmental Artist, NVIDIA

    Hear from one of NVIDIA's expert environmental artists and see how a retro-gaming inspired bedroom scene came together over just a few days of work. See the artist’s creative workflow as he dives into how he built emotion and mood into the scene, choosing lighting, sourcing and building 3D models, assembling the scene, and more.

  • Discover iClone to Omniverse: The Complete Character Animation Workflow

    • Elvis Huang, Head of Innovation, Reallusion 
    • John Martin II, Vice President, Reallusion 

    Learn how to create, animate, and deploy digital humans and 3D characters for Omniverse Create and Machinima. The Reallusion character animation pipeline consists of a workflow to easily build and animate characters with Character Creator and iClone.

Extended Reality: VR, AR, and MR

  • XR With Omniverse: Collaboration and Interaction With Unbounded Worlds

    • Omer Shapira, Engineer, NVIDIA

    Learn about designing and programming spatial computing features in Omniverse. We'll discuss Omniverse's real-time ray-traced XR renderer, the Omniverse Autograph system for visual programming, and how customers are using Omniverse's XR tools to do everything together—from design reviews to hangouts.

  • Scaling VW Training with Cloud XR

    • Daniel Seidl, Founder and CEO, Innoactive

    Get an overview of using NVIDIA CloudXR to deliver training within Volkswagen over Amazon Web Services. Also, hear advice from Innoactive on using CloudXR and examine some of the lessons learned. 

  • Holographic Near-Eye Display: The Future of XR

    • Jonghyun Kim, Senior Research Scientist, NVIDIA

    Holographic near-eye displays have made remarkable progress over the last few years. However, holographic displays had suffered from poor image quality because of the wrongly optimized phase patterns, imperfect SLM, etc. Discover recent research efforts from NVIDIA and Stanford University to solve these challenges.

Ray Tracing

  • Hardware Ray Tracing as a First-Class Citizen in Frostbite

    • Diede Apers, Rendering Engineer, Electronic Arts
    • Filipe Amim, Rendering Engineer, Electronic Arts

    The Frostbite engine uses a stateless renderer for rasterization. However, stateless rendering is inefficient for ray tracing. Hear how Electronic Arts integrated GPU-accelerated ray tracing, and how they deal with tens of thousands of objects, state caching, memory allocation patterns, acceleration structure updates, and multi-platform support. 

  • Visual Neuronal Dynamics: Using Interactive Ray Tracing to Study Brain Networks

    • John Stone, Senior Research Programmer, University of Illinois at Urbana-Champaign

    Discover Visual Neuronal Dynamics (VND), a new software tool designed to visualize large neuronal models and brain simulations, plus conceptual scenes that combine neuronal models with geometric models of neural probes or other instrumentation.

  • Scalable Collaborative Architectural Design in the AEC Industry with NVIDIA EGX and Omniverse

    • Cobus Bothma, Director, Applied Research, Kohn Pedersen Fox Associates
    • Jayson Thaker, IT Operations Manager, Kohn Pedersen Fox Associates

    Hear how global architecture firm, Kohn Pedersen Fox (KPF), uses the NVIDIA EGX platform with NVIDIA RTX Virtual Workstation software as a scalable virtualisation infrastructure to provide high-end remote compute to the users.

Artificial Intelligence

  • Integrating DLSS in Frostbite

    • Sebastian Tafuri, Senior Rendering Engineer, Electronic Arts / Frostbite

    DLSS upscaling has become a very attractive way to improve the performance of games, but there are some common challenges one might run into with a sophisticated engine like Frostbite. Hear how Electronic Arts have integrated DLSS with the latest BattleField installment, the challenges encountered, and the solutions learned.

    Country/Location: Sweden

  • Advance Game Testing with AI

    • Konrad Tollmar, Research Director / Professor, Electronic Arts
    • Linus Gisslen, Senior ML Research Engineer, Electronic Arts

    Modern computer games continue growing in size and complexity, and it has become a true challenge to test and verify the entire game play. Find out how to use reinforcement learning to accelerate game testing, and how to test games more effectively. 

    Country/Location: Sweden

  • Simplifying AI in the Enterprise with Compute Virtualization and Container Orchestration

    • Manuvir Das, Head of Enterprise Computing, NVIDIA
    • Krish  Prasad,  Senior Vice President and General Manager Cloud Platform Business Unit, VMware

    Find out how customers across many industries are using the end-to-end AI Ready Enterprise platform from VMware and NVIDIA in their core data centers with reduced risk, flexible scaling, and bare-metal performance. Learn about the latest innovations with VMware Tanzu and NVIDIA AI Enterprise software.

    Country/Location: United States of America

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