The Best of GTC talks include discussions and demos on a wide range of topics covering the latest advancements in visual computing. It's open to all attendees and features top NVIDIA engineers.

Every attendee who attends a Best of GTC talk will be given a pin and if spotted wearing it at the conference, will be given a special prize! So come by, learn something, and maybe walk away with a little something extra!

Take our Best of GTC talk survey here.

SUNDAY, AUGUST 10 | ROOM #223-224

09:00 - 10:00

SG4111: Advanced Rendering Solutions from NVIDIA


Learn about the latest breakthroughs and offerings in NVIDIA's Advanced Rendering Solutions, which scale smoothly from local GPU rendering to remote super-computer clusters. New capabilities and possibilities in Iray® and mental ray® will be explored and demonstrated, along with what's possible with the latest in NVIDIA OptiX™ for accelerating custom ray tracing development. Industry trends and production examples will also be explored as advanced in both interactive and production rendering possibilities continue to revolutionize workflows.

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Phillip Miller (Director, Advanced Rendering, NVIDIA)
Phillip  Miller
Mr. Miller directs product management for NVIDIA Advanced Rendering offerings, ranging from the Iray and mental ray shipping within leading products in Design and Entertainment to the OptiX ray tracing framework used extensively within private and commercial applications. He has been working on leading software products for 20 years, including the 3D animation efforts at Autodesk and the Web Design products at Adobe. He holds a Masters of Architecture from the University of Illinois and is a registered architect.
10:15 - 11:15

SG4112: How V-Ray RT & GPU Rendering are Defining a New Filmmaking Paradigm


Blur Studio's CG and VFX Supervisor Kevin Margo and Chaos Group's Creative Director Christopher Nichols will discuss how they collaborated with NVIDIA in the production of Margo's short CONSTRUCT. Using GPU accelerated V-Ray-RT, along with the latest hardware from NVIDIA, they were able to hyper accelerate rendering allowing Margo to be able to focus on the creative process without being slowed down by the technology.

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Chris Nichols (Creative Director, Chaos Group)

Chris  Nichols

CG Industry veteran Christopher Nichols is Chaos Group's Creative Director and leads all Partners in Art projects, including the upcoming short film, CONSTRUCT. With a background in both VFX and Design, Nichols has worked for Gensler, Digital Domain, Imageworks and Method Studios. His credits include Maleficent, Oblivion and Tron: Legacy. His passion for design, lighting and technology drives him to push the art form and enable artists worldwide."

Kevin Margo (Director, CONSTRUCT movie & Independent Director, VFX/CG Supervisor, Blur Studio)
  Kevin Margo

Kevin Margo is director of the hit sci-fi short film "Grounded". He joined Blur studio in 2003 as a scene assembly, lighting and compositing artist and has since moved into the studio's VFX/CG Supervisor role. Recent work includes the prologue for Thor 2: The Dark World and the David Fincher produced Halo 4: scanned cinematic trailer.

11:30 - 12:30

SG4113: See the Big Picture: Scalable Visualization Solutions for High Resolution Displays


Large format high resolution displays are being utilized everywhere from corporate conference rooms to Supercomputing facilities. NVIDIA Quadro SVS solutions provide many features to make it easier to install and utilize these large scale displays. Attendees of this tutorial will learn how to configure Quadro Graphics for thin bezel panel, edge-blended projectors, stereoscopic and immersive displays.

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Doug Traill (Solutions Architect, NVIDIA)
  Doug  Traill

Doug Traill is a Senior Solutions Architect at Nvidia responsible for Scalable Visualization Solutions. In this role he works with Systems Integrators and end customers to help design and implement complex visualization systems. During his career, Doug has been responsible for helping design & build some of the World's largest Visualization Centers, Simulators and Planetariums.

12:45 - 13:45

SG4114: Practical Real-Time Voxel-Based Global Illumination for Current GPUs


This session describes the work at making the voxel-based global illumination (GI) approach practical for use in games running on current generation graphics hardware such as Kepler. Based upon Cyril Crassin's research, a library has been developed that allows applications to render GI effects for large and fully dynamic scenes at 30 frames per second or more, producing soft diffuse indirect lighting and blurry specular reflections, and providing emissive material support. During the session, Alexey will talk about the cone tracing GI algorithm in general and get into the details of scene representation, efficient multi-resolution voxelization, and indirect light gathering.

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Alexey Panteleev (Application Performance Engineer, NVIDIA)
  Alexey Panteleev
Alexey Panteleev is a software/hardware engineer and scientist with broad specialty and focus on optimization and performance. Since 2010, he has been working at NVIDIA as a GPU compute and graphics application performance engineer. In 2013, Alexey received a Ph.D. in computer architecture from the Moscow Engineering and Physics Institute. His interests include real-time graphics, low-level programming, hardware simulation and RTL design, data visualization, and uncommon programming languages.
14:00 - 15:00

SG4115: Sharing Physically Based Materials between Renderers with MDL


The basics of NVIDIA's Material Definition Language (MDL) will be discussed, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. End users will learn how physically-based definitions can be defined while developers will learn what's entailed in supporting MDL within their own product/renderer.

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Jan Jordan (Software Product Manager, NVIDIA)

Jan  Jordan
Mr. Jordan is the product manager for the NVIDIA Material Definition Language. He is a graduate engineer of applied computer science from the Fachhochschule für Wirtschaft und Technik Berlin/Germany and has a B.Sc in computer science from the RTC Galway Ireland. Before joining NVIDIA, his diverse working experience spans from research work on practical VR application to working as art director in computer games. He is a long time member of NVIDIA's Advanced Rendering team where his focus has been on enabling material workflows across many different applications and renderers.
Lutz Kettner (Senior Manager, Advanced Rendering and Materials, NVIDIA)
 Lutz Kettner
Mr. Kettner leads the design and engineering efforts for the Material Definition Language, MDL, and the Iray renderer from the NVIDIA Advanced Rendering Center. He has been working on leading software products in advanced rendering, language design, API design, and geometry for 19 years. He is known for his influential work on the open source Computational Geometry Algorithms Library CGAL. He holds a Ph. D in Computer Science from ETH Zurich, Switzerland, worked as a researcher at the University of North Carolina at Chapel Hill and led a research group at the Max-Planck-Institute in Saarbrucken, Germany. He served on ISO and ECMA standardization committees.
15:15 - 16:15

SG4116: Tegra K1 Developer Tools for Android: Unleashing the Power of the Kepler GPU with NVIDIA's Latest Developer Tools Suite


The audience will learn about the latest developer tools suite specifically designed to unleash the power of Tegra K1 for Android application developers. The broad scope of this technical presentation spans from advanced graphics to compute and multi-core CPU tools to enable developers to fully take advantage of the heterogeneous computing horsepower available. More specifically, compute developers will learn about the tools available to program CUDA on Tegra K1. Graphics developers will be introduced to the new Tegra Graphics Debugger for Tegra K1. This new mobile graphics development tool supports all the advanced features that Tegra K1 has to offer, via OpenGL ES 2.0, 3.0 and OpenGL 4.3. Finally, game developers will see how to manage their Android build configuration and debugging sessions all within the latest Visual Studio 2013, profile their application to identify hot spots and corresponding call stacks with our brand new release of Tegra System Profiler.

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Sébastien Domine (Sr. Director SW Engineering, Developer Tools, NVIDIA)
 Sébastien  Domine
Sébastien is the Sr. Director of Developer Technology Tools at NVIDIA. He runs various software engineering teams and oversees the development of software products dedicated to ease the developer's life and to foster the creation of applications that can take advantage of the GPU and NVIDIA SoCs. Prior to NVIDIA, he worked on PC games at GameFX/THQ and 3D digital content creation tools at Katrix and Nichimen Graphics. He holds a Diplôme d'Ingénieur in Computer Science from EPITA, Paris, France.
16:30 - 17:30

SG4117: OpenGL Scene Rendering Techniques


OpenGL provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.

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Christoph Kubisch (Senior Developer Technology Engineer, NVIDIA)
 Christoph  Kubisch
Christoph Kubisch is a Senior Developer Technology Engineer for NVIDIA Corporation, where he focuses on OpenGL real-time rendering techniques suitable for CAD/DCC and scientific applications. He collaborates with external partners and NVIDIA's internal teams to optimize current and future rendering algorithms. Prior to joining NVIDIA, Christoph was a researcher on hardware accelerated visualization techniques for medical datasets at the Otto-von-Guericke University of Magdeburg. Furthermore, he has worked as technical artist creating game art, technology and DCC plugin development.

MONDAY, AUGUST 11 | ROOM #223-224

09:00 - 10:00

SG4118: NVIDIA® OptiX™ for High Performance Ray Tracing


This session will cover everything developers need to get started with ray tracing in OptiX, including OptiX C and C++ APIs, the execution model, acceleration structures, programmable entry points, and best practices. We will also cover exciting customer use cases and the new OptiX Prime API that provides to-the-metal ray tracing without shading or recursion.

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David McAllister (OptiX Engineering Manager, NVIDIA)

 David McAllister
David McAllister is the engineering manager of NVIDIA's OptiX ray tracing engine and has been in the OptiX group for four years. Prior to OptiX he was a GPU architect since joining NVIDIA in 2000, working on GPUs from the GeForce 3 through Fermi. David received his Ph.D. in Computer Science from UNC Chapel Hill and has been in the computer graphics industry since 1989. He resides in Salt Lake City, Utah, USA.
Damien Fagnou (Global Head of VFX Operations, MPC)
Damien Fagnou

After finishing University with a Masters in Computer Science In France, Damien worked for an animated series implementing the technology to speed up the motion capture pipeline and rendering. In 2003, Damien transferred his skills to the film industry and started at leading VFX post production studio MPC to work on Troy, implementing preview tools and City Rendering scripts. In 2005, Damien became R&D lead on Charlie and the Chocolate Factory, 10,000 BC and Narnia. Damien then moved closer to production and became MPC's Stereographer. After a few years in production Damien returned to his software roots and became Global Head of Software overseeing software development efforts across the company. Recently Damien moved up to a wider role as Global Head of VFX Operations, bringing together his expertise in both software and production to continue to evolve and refine the creation processes across all feature film VFX work at MPC.

10:30 - 11:30

SG4119: Delivering High-Performance Remote Graphics with NVIDIA GRID Virtual GPU


Learn how to deploy and optimize high-performance remote graphics applications using NVIDIA GRID Virtual GPU. This session will include an architectural overview of GRID Virtual GPU, which provides true hardware virtualization and sharing of the GPU between multiple virtual machines, a walkthrough of Virtual GPU setup on Citrix XenServer with remote graphics, and examples of how to tune the configuration for optimum remote graphics performance.

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Andy Currid (System Architect, Distinguished Engineer, NVIDIA)
Andy Currid
Andy Currid is a system architect in NVIDIA's GPU Virtualization team, where he has led the implementation of NVIDIA's Virtual GPU architecture and other virtualization-based projects, and was formerly lead software architect for NVIDIA's server chipsets. Prior to NVIDIA, Andy worked on embedded systems, high-speed networking, and IP storage at Wind River Systems, portable workstation development at Tadpole Technology, and mainframe I/O subsystems at Fujitsu-ICL.
12:00 - 13:00

SG4120: Cloud Architectures & Game Streaming with NVIDIA GRID Technologies


This session will cover the technologies behind NVIDIA GRID and game streaming in the cloud. We will present NVIDIA GRID technologies and the software components of the GRID SDK used for capturing graphics and using the hardware compression engine enabling developers to deliver the ultimate low latency cloud gaming experience. The second part will review our set of optimization guidelines to enable efficient game streaming from the cloud for improvements in performance and enhancements in the gameplay experience. We will also present research in cloud exclusive techniques that enable the use of of Global Illumination, Multiple-Viewport Rendering, and Hybrid and Cloud rendering for advanced game engines.

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Eric Young (Senior Engineering Manager for Developer Technology, NVIDIA)

 Eric Young
Eric Young is an engineering manager for Content and Technology at NVIDIA. He works closely with software developers to enable high performance GPU computing and Remote Visualization solutions using NVIDIA Technologies.
Samuel Gateau (3D Software Engineer, NVIDIA)
  Samuel Gateau
Samuel Gateau, is a member of the content and technology group at NVIDIA, where he spends his energy and creativity pushing pixels and exploring high-end, real-time computer graphics with game & 3D content developers.
13:30 - 14:30

SG4121: OpenGL Update for NVIDIA GPUs


Attend this session to get the most out of OpenGL on NVIDIA Quadro, GeForce, and Tegra GPUs. NVIDIA's OpenGL experts explain how the OpenGL standard is evolving and NVIDIA's latest support. See examples of the latest features for compute, tessellation, vector graphics, and modern high-performance usage including AZDO (approximately zero driver overhead) techniques. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.

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Piers Daniell (Senior Graphics Software Engineer, NVIDIA)

 Piers Daniell
Piers Daniell works for NVIDIA on the core OpenGL driver. Piers has worked on new OpenGL features since OpenGL 3.2 and has been the lead developer on our new OpenGL driver releases since OpenGL 4.1. Piers also represents NVIDIA at the Khronos ARB and helped define the latest OpenGL specifications and ARB extensions since 2010.
Mark Kilgard (Principal System Software Engineer, NVIDIA)
  Mark Kilgard
Mark Kilgard works for NVIDIA on OpenGL, vector graphics, programmable shading languages, and GPU-rendering algorithms. Mark led development of the first OpenGL driver for NVIDIA's original GeForce GPU. Mark co-developed the Cg programming language and implemented NVIDIA's first OpenGL Shading Language (GLSL) support. Mark's current focus is GPU-accelerating vector graphics and web standards, particularly for mobile devices. Mark has been actively involved in defining the OpenGL standard for all 22 years of its history. Mark has written two books on real-time graphics. Mark is an NVIDIA Distinguished Inventor named on over 40 graphics-related patents.
15:00 - 16:00

SG4122: Image & Vision Processing on Tegra


Processing live and offline camera frames, images and video streams, and extracting semantic information enables various applications in mobile and embedded platforms. Inherently, image and vision computing algorithms are highly parallel, and fast processing of these algorithms enable new paradigms in embedded and mobile applications. Tegra K1 is built to address data parallel embedded and mobile applications, with CUDA enabled GPU, Image Signal processing Engine, NEON enabled quad-core ARM and encode and decode accelerator hardware. Tegra software libraries wrap all this capability and provide to the use of developers. In this session, an overview of software libraries and architecture that are relevant for image and vision computing on Tegra platforms will be presented.

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Elif Albuz (Manager, Vision Software, NVIDIA)
Elif Albuz
Elif Albuz is the manager of Mobile Vision Software at NVIDIA, leading Computer Vision projects on Advanced Driver Assistance, Computational Photography and Augmented Reality on Tegra GPUs. Before Computer Vision Group, she was leading CUDA FFT Library; designing new algorithms for motion estimation, superresolution and frame-rate up conversion and accelerating them on NVIDIA GPUs; designing architecture for error concealment, adaptive quantization for video codec handwares; and implementing low-level code for h.264, MPEG2 codecs. Prior to joining NVIDIA, she worked at Sony Electronics, leading DVD decoder firmware stack that was used in DVD players and PS2, implementing real-time OS for multi-processor systems and accelerating h.264 using SIMD in the Multimedia Research Labs. Elif Albuz holds dual degree on Electrical Engineering and Computer Science where she focused on Artificial Intelligence and Robotics, and holds a Masters degree in Electrical Engineering with focus on content based image retrieval and parallel architectures.
16:30 - 17:30

SG4123: NVIDIA FlameWorks - Real-Time Volumetric Fire & Smoke Simulation


Learn how to add volumetric effects to your game engine - smoke, fire and explosions that are interactive, more realistic, and can actually render faster than traditional sprite-based techniques. Volumetrics remain one of the last big differences between real-time and offline visual effects. In this talk we will show how volumetric effects are now practical on current GPU hardware. We will describe several new simulation and rendering techniques, including new solvers, combustion models, optimized ray marching and shadows, which together can make volumetric effects a practical alternative to particle-based methods for game effects.

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Simon Green (Principal Software Engineer, NVIDIA)
Simon Green
Simon Green is a principal software engineer in the Developer Technology group at NVIDIA. He started graphics programming on the Sinclair ZX-81, which had 1 Kb of RAM and a screen resolution of 64 by 48 pixels, and has been trying to improve the quality of real-time graphics ever since. He received a B.S. in computer science from the University of Reading, U.K. in 1994. His research interests include cellular automata, physically-based simulation and analogue synthesizers.