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NVIDIA AT GDC 2018
March 19-23 | Moscone Event Center | San Francisco, CA | Booth #223
NVIDIA AT GDC 2018

NVIDIA AT GDC 2018

 

NVIDIA will be at GDC 2018 in a big way. Here’s a glimpse of what you can experience at the show.

The NVIDIA booth will feature NVIDIA GameWorks™, the GeForce® Experience™ with Ansel™ and NVIDIA Highlights, and much more. We’ll also have 17 sponsored sessions covering the very latest in graphics tools and technology.

Back by popular demand, we also have talks about deep learning--the field of AI that’s revolutionizing everything from improved cancer screening to self-driving cars. We’ll show you the role those techniques will play in transforming game development.

See you at the show!

Talks

GDC2018 speakers
Vice President, Applied Deep Learning Research at NVIDIA

Deep learning continues to find new applications in many domains relevant to game developers. In this talk, we will discuss research on some of the most interesting new ways to apply deep learning to problems such as content creation, graphics, text, and speech. This talk will give you a sense of the current capabilities of deep learning, as well as where the field is headed.
More Info >

Senior Director, System Software at NVIDIA

Examine tools and technologies that NVIDIA’s GameWorks team is building to leverage the power of Deep Learning for content creation. We demonstrate recent research into ways that Deep Learning networks can be used to generate realistic looking human animation, and talk about how to use GPUs for high performance runtime inferencing of networks in modern games.
More Info >

Senior Software Engineer, Electronic Arts SEED
Technical Fellow, Electronic Arts SEED

In this talk, we will present results from the latest research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We will explain in detail the techniques from our research, so that attendees can understand how these results were achieved. We hope to inspire developers and provide a glimpse of the future with novel rendering techniques that could power the creative experiences of tomorrow.
More Info >

Date: Reset
NVIDIA SESSIONS, WEDNESDAY, MARCH 21 | Room #3014 & 3022
12:45 - 1:45 PM
Improving Real-Time Rendering of Reflections, Shadows and Ambient Occlusion
2:00 - 3:00 PM
Real-Time Rendering Advances from NVIDIA Research
3:30 - 4:00 PM
Temporal Super-Resolution
4:00 - 4:30 PM
Advances in Real-Time Voxel-Based GI
5:00 - 5:30 PM
Interactive Global Illumination in Frostbite
5:30 - 6:00 PM
Shiny Pixels and Beyond: Rendering Research at SEED
NVIDIA SESSIONS, THURSDAY, MARCH 22 | ROOM #3022 & 2035 (South Expo Floor)
10:00 - 11:00 AM
Nvidia GameWorks: New Simulation Features
11:30 - 12:30 PM
Using artificial intelligence to enhance your game 2 of 2
12:45 - 1:45 PM
Deep Learning for Game Developers
2:00 - 3:00 PM
Deep Learning for Animation and Content Creation
3:00 - 3:30 PM
NVIDIA GameWorks Technologies in Final Fantasy XV, behind the scenes
4:00 - 5:00 PM
Beyond performance; Introducing NVIDIA's new Graphics Debugger
5:30 - 6:30 PM
Fixing the Hyperdrive - Maximizing Rendering Performance on NVIDIA GPUs
NVIDIA SESSIONS, FRIDAY, MARCH 23 | Room #3022
10:00 - 11:00 AM
NVIDIA Vulkan Update
11:30 - 12:00 PM
Aftermath – Advances in GPU Crash Debugging
12:15 - 1:15 PM
Capture Amazing Content with NVIDIA Ansel Photo Mode and Highlights Video Capture Tool
1:30 - 2:30 PM
Advances in the HDR Eco-System
3:00 - 4:00 PM
Accelerating your VR Games with VRWorks

DEEP LEARNING INSTITUTE

The NVIDIA Deep Learning Institute (DLI) teaches developers worldwide how to solve challenging problems with deep learning.
Join us for workshops to see how we’re using this technology to take game development to the next level.

Date: Friday March 23
Room: 3009, Moscone West

10:00-12:00pm: Building a Reinforcement Learning Agent in Starcraft 2
1:30-3:30pm: Character Animation using Phase-Function Neural Network

LEARN MORE

NVIDIA GAMEWORKS

Developers need the best tools, samples, and libraries to bring their creations to life. NVIDIA's award winning developer program gets them access to the best technology from the leader in visual computing.

Demos

Visit booth #223 in the South Hall to check out our latest demos. Attendees can get hands-on with the latest suite of technologies, including NVIDIA GameWorks, developer tools, and more.

GAMEWORKS
DEVELOPER TOOLS
VR

EXTEND YOUR STAY IN SAN FRANCISCO!

GPU Technology Conference - Silicon Valley MARCH 26-29, 2018

New this year at GTC, connect with gaming experts (from Electronic Arts, Remedy, NVIDIA, and more) at the premier deep learning and AI conference. Come explore how AI is transforming digital content creation, enabling next generation autonomous agents, and learn about the latest best practices in real-time environments.

GDC ATTENDEES CAN REGISTER EARLY AND SAVE 20%

REGISTER AT: www.gputechconf.com

USE CODE: CMGDC

CAREERS AT NVIDIA

NVIDIA is currently hiring experts to help us accelerate the next wave of AI. Widely viewed as one of the world’s most desirable employers, NVIDIA attracts the best talent in the world. With an environment designed to help you do your life’s work, NVIDIA’s culture is dedicated to fostering research that makes a lasting impact on the world.

LEARN MORE

TALK ABSTRACT

Deep learning continues to find new applications in many domains relevant to game developers. In this talk, we will discuss research on some of the most interesting new ways to apply deep learning to problems such as content creation, graphics, text, and speech. This talk will give you a sense of the current capabilities of deep learning, as well as where the field is headed.

Bryan Catanzaro
Vice President, Applied Deep Learning Research at NVIDIA

Bryan Catanzaro leads a team solving problems in fields ranging from video games to chip design using deep learning. Prior to his current role at NVIDIA, he worked at Baidu with Adam Coates and Andrew Ng to create next generation systems for training and deploying end-to-end deep learning based speech recognition. Before that, he was a researcher at NVIDIA, where he wrote the research prototype and drove the creation of CUDNN, the low-level library now used by most AI researchers and deep learning frameworks to train neural networks. Bryan earned his PhD from Berkeley, where he built the Copperhead language and compiler, which allows Python programmers to use nested data parallel abstractions efficiently. He earned his MS and BS from Brigham Young University, where he worked on computer arithmetic for FPGAs.

TALK ABSTRACT

Examine tools and technologies that NVIDIA’s GameWorks team is building to leverage the power of Deep Learning for content creation. We demonstrate recent research into ways that Deep Learning networks can be used to generate realistic looking human animation, and talk about how to use GPUs for high performance runtime inferencing of networks in modern games.

Gavriel State
Senior Director, System Software at NVIDIA

Gavriel (Gav) State is a Senior Director, System Software at NVIDIA, based in Toronto, where he leads efforts involving applications of AI technology to gaming and vice versa, in addition to work in remastering games for NVIDIA's SHIELD TV platform. Previously, Gav founded TransGaming Inc, and spent 15 years focused on games and rendering technologies.

TALK ABSTRACT

In this talk, we will present results from the latest research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We will explain in detail the techniques from our research, so that attendees can understand how these results were achieved. We hope to inspire developers and provide a glimpse of the future with novel rendering techniques that could power the creative experiences of tomorrow.

Colin Barré-Brisebois & Johan Andersson

Colin is a Senior Software Engineer at SEED, a cross-disciplinary team working on cutting-edge future technologies and creative experiences at Electronic Arts. Prior to SEED, he was a Technical Director on the Batman: Arkham franchise at WB Games Montreal, where he led the rendering team and graphics technology initiatives. Before WB, he was a rendering engineer on several games at EA, including Battlefield 3, Need For Speed, Army of TWO, Medal of Honor, and others. He has also presented at several conferences (GDC, SIGGRAPH, I3D), and has publications in books (GPU Pro), the ACM, and on his blog.

Johan is a developer and VP at Electronic Arts where he leads the SEED research group. For the past 17 years he has been working with rendering, performance and core engine systems at DICE & Electronic Arts and been part of building the Frostbite game engine which is today used extensively across all of Electronic Arts. Johan is also a member of multiple industry & hardware advisory boards and has frequently presented at GDC, SIGGRAPH and graphics hardware conferences on topics such as rendering, performance, game engine design and future software/hardware architectures.