The World Leader
in Visual Computing
SIGGRAPH 2015 August 9-13 | Los Angeles, CA
SIGGRAPH 2015 August 9-13 | Los Angeles, CA


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 at the conference will be given a special prize! So come by, learn something, and maybe walk away with a little something extra!

Presented by:

Dell      Lenovo


SIG501: Vulkan on NVIDIA GPUs


Vulkan is the latest Khronos programming interface for modern low-level 3D graphics. Come learn NVIDIA's plans to support Vulkan across our complete line of GPUs.

Piers Daniell (Graphics Driver Engineer, NVIDIA)
Piers Daniell
Piers Daniell is a graphics driver engineer at NVIDIA and is a representative to the Khronos OpenGL, OpenGL ES and Vulkan groups. Piers has worked on OpenGL, OpenGL ES and Vulkan driver development; supporting these APIs across our whole range of GPUs and operating systems.

SIG502: 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. Industry trends and production examples will also be explored as fluid rendering workflows revolutionize the design process.

Phil Miller (Senior Director of Advanced Rendering Products, NVIDIA)

Phil Miller

Mr. Miller directs NVIDIA's 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 led 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.


SIG503: Let There Be (Photo-Real) Light: Next-Generation DAZ 3D & NVIDIA Iray


This session will cover the following: Integrating the different render modes (interactive/Photoreal), Impact on artist workflow, Simplified scene lighting (HDRI, Sun & Sky), MDL and Shader Mixer (build custom MDLs inside the app), Converting a Renderman centric content library to Iray, GPU rendering with CPU fallback, Canvases and Light Path Expressions and Cloud rendering with the VCA.

Vincent Brisebois (VP of Product Development, DAZ 3D)
Vincent Brisebois

Vincent Brisebois has designed technology solutions for 2D and 3D production in the visual effects, video game and design industries nearly 20 years. He is VP of Product Development at DAZ 3D, where he leads development of the DAZ Studio platform and industry business development. Vincent was previously Director of Visual Computing at Fusion-io. Working closely with entertainment software developers and production studios, he helped pioneer interactive 4K and 6K production pipelines and new ultra-fast storage workflows. Before joining Fusion-io, Vincent spent 11 years at Autodesk Media & Entertainment, where he was a key member of the stereoscopic advisory board.


SIG504: The Time Has Come: Powerful Profiling and Debugging Tools Arrive for Linux and OpenGL with NVIDIA's Linux Graphics Debugger


The days of other platforms having better development tools have come to an end! Now you can enjoy a rich and powerful debugging and profiling environment for your Linux/OpenGL development. Come and hear about the latest developer tools offerings and learn how you can utilize them to squash pesky bugs and squeeze every last cycle out of the GPU.

Jeff Kiel (Application Performance Engineer, NVIDIA)
Jeff Kiel
After working on PC and console games at Interactive Magic and Sinister Games/Ubisoft, Jeff's responsibilities at NVIDIA have included development and oversight of graphics performance and debugging tools, including Nsight VSE and Tegra Graphics Debugger. Jeff has given presentations at GDC and SIGGRAPH, and contributed articles to graphics related publications. His passion for the art started in the G-Lab at the University of North Carolina at Chapel Hill where he received his BS in Mathematical Sciences.

SIG505: Far Cry 4 and Assassin's Creed Unity: Spicing Up PC Graphics With NVIDIA GameWorks


In this talk we will unveil the details of the development of PC versions of Far Cry 4 and Assassin's Creed Unity, focusing on advanced graphics effects enabled on PC platform thanks to GameWorks. The talk will describe technical challenges that engineers and artists from NVIDIA and Ubisoft faced and solved together to make these two already great-looking games look even more stunning on PC.

Andrei Tatarinov (Senior Developer Technology Engineer, NVIDIA)

Andrei Tatarinov
Andrei Tatarinov is a senior developer technology engineer at NVIDIA, and throughout his career he has been working with many game developers worldwide, including Dice, 4A Games, Ubisoft and Futuremark among others, helping them to ship games that were looking great and were well-optimized for the PC platform. Andrei's main responsibilities are to support game developers and participate in GameWorks development process and integration of GameWorks effects into titles.

SIG506: Sparse Fluid Simulation in DirectX


How to simulate and render game-ready, high resolution fluid in real time on the GPU using DirectX. We'll present a new method for sparsely simulating and rendering traditional grid based fluid systems. By utilizing a simple CPU prediction algorithm, we can update the virtual memory table of the GPU to reflect only the active areas of a simulation volume, providing compressed memory storage and hardware level, memory translation for performing region look ups. This CPU prediction mechanism has a much wider use case than just fluid simulation, and is a must know for anyone planning on using tiled resources in the future.

Alex Dunn (Developer Technology Engineer, NVIDIA)
Alex Dunn
As a Developer Technology Engineer for NVIDIA, Alex spends his days passionately working towards advancing real time visual effects in games. A former graduate of, Abertay University's Games Technology Course, Alex got his first taste of graphics programming on the consoles. Now working for NVIDIA his time is spent working on developing cutting edge programming techniques to ensure the highest quality and best player experience possible is achieved.

SIG507: Applications of Deep Learning to Computer Vision and Computer Graphics


We will quickly cover the basics of convolutional neural networks, how they work, how to train them, and show several examples of state of the art usage of CNNs and current deployed solutions. We will specifically cover state of the art classification, detection, segmentation applications in computer vision and image processing and filtering applications in computer graphics.

Michael Houston (Distinguished Engineer – Deep Learning, NVIDIA)
Michael Houston
Michael Houston is a Distinguished Engineer in the Deep Learning group at NVIDIA, which is paving the way to self-driving cars, computers that detect tumors, and real-time speech translation. Michael has more than 12 years of experience in the computer graphics industry. He joined NVIDIA in 2012, after working atD as a Systems Architect. Michael earned a PhD in computer science from Stanford University.

MONDAY, AUGUST, 10, 2015 Room 511AB

SIG508: 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.

Lutz Kettner (Senior Manager, Rendering Software and Material Definition, 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.
Jan Jordan (Software Product Manager MDL, 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.


SIG509: GPUs to Mars: Full-Scale Simulation of SpaceX's Mars Rocket Engine


SpaceX is designing a new, methane-fueled engine powerful enough to lift the equipment and personnel needed to colonize Mars. A vital aspect of this effort involves the creation of a multi-physics code to accurately model a running rocket engine. The scale and complexity of turbulent non-premixed combustion has so far made it impractical to simulate, even on today's largest supercomputers. We present a novel approach using wavelets on GPUs, capable of capturing physics down to the finest turbulent scales.

Stephen Jones (Senior Software Engineer, SpaceX)

Stephen Jones

Stephen is lead engineer of the Simulation and Analytics group at SpaceX, where he works on large-scale simulation of combustion processes in rocket engines. Prior to being at SpaceX he worked at NVIDIA, where he was the architect for the CUDA language and worked closely with NVIDIA's hardware designers to develop new GPU features in support of parallel programming. His background is in computational fluid mechanics and plasma physics, but he has worked in diverse industries including networking, CAD/C and scientific computing.


SIG510: Power Your Material Editing with Substance Designer, MDL and Iray


Allegorithmic, worldwide leader in procedural material editing in the gaming industry, with both Unreal Engine and Unity compatibility, has teamed up with NVIDIA to integrate MDL (Material Definition Language) multi-layer capability and Iray rendering into Substance Designer. Substance Designer powered by Iray can pre-visualize your materials with a pure Physically Based Render approach, comparing your gaming artwork with measured material references or help you tuning your industrial material definition before exporting it to MDL and use in any Iray powered software. Enhanced your game texturing workflow with MDL and Iray or benefit from the ultimate MDL editor for any of your industrial design. This in-depth technical session will cover the details of Iray integration including a live demo and concrete use cases explanations.

Sebastien Deguy (CEO, Allegorithmic)

Sebastien Deguy
Sebastien Deguy is the Founder of Allegorithmic SAS and serves as its Chief Executive Officer and President. Dr. Deguy has a computer science background with a specialization in mathematics, random processes, simulation, computer vision and image synthesis. He is also a musician and an award-winning director and producer of traditional and animated short films.
Jerome Derel (Director of Product Management, Allegorithmic)
Jerome Derel
An engineer and product designer, Jérôme Derel has been working for 7 years at Dassault Systèmes as a Visualization Expert in the Design Studio and the CATIA team, leading projects all meant to produce high quality virtual materials. Jérôme joined Allegorithmic in 2014 as a Director of Product Management for all non-game applications.

SIG511: 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.

Doug Traill (Senior Solutions Architect, NVIDIA)

Doug Traill
Doug Traill is a Senior Solutions Architect at NVIDIA responsible for Scalable Visualization Technologies. In this role he works with System Integrators, developers and end customers to help design and implement complex visualization systems. Prior to NVIDIA, he worked at Silicon Graphics for 9 years in various technical roles including Solutions Architect and Visualization product manager. During his career Doug has helped design and build some the World's largest Visualization Centers. He holds a Bachelor of Engineering degree in Electronic Systems and Microprocessor Engineering from University of Glasgow (UK) as well as a Masters of Telecommunications Business Management from Kings College London (UK).

SIG512: OpenGL NVIDIA Command-List: Approaching Zero Driver Overhead


We will present the latest OpenGL technology from NVIDIA (NV_command_list) and how to use this extension to render large scenes, typically found in CAD/DCC applications. Through the use of this new powerful OpenGL extension, the GPU can be leveraged very efficiently to do more work autonomously of the CPU.

Tristan Lorach (Manager of Devtech for Professional Visualization group, NVIDIA)
Tristan Lorach
Since graduating in 1995, Tristan has developed a series of 3D realtime interactive installations for exhibitions and events. From the creation of specific engine, to the conception of new 3D human interfaces for public events, Tristan always wanted to mix new Hardware technology with innovative and creative ideas. Tristan is now working at NVIDIA, as the manager of "Devtech Proviz" team (developer technology relations for professional visualization), participating on a variety of projects in relation with NVIDIA partners at the same time he's contributing to R&D, writing demos for new GPU Chips.

SIG1513: Innovations in OptiX


OptiX is the industry's premier ray tracing engine in terms of performance, functionality, and adoption. We will present three recent advances in OptiX. First, the renovation of the core of OptiX, including using an LLVM-based compiler pipeline, which brings several performance benefits and opens the door for long-desired new features. Second, the Quadro VCA allows OptiX-based applications to transparently use Quadro Visual Computing Appliance for massively parallel, shared, remote rendering. Third, we will share exciting results of our top partners and their recent successes with OptiX.

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 since 2008. 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.

SIG514: GameWorks VR: How NVIDIA Technology Is Improving The VR Experience


Virtual reality is the next frontier of gaming, and NVIDIA is leading the way by introducing GameWorks VR – a set of hardware and software technologies we're creating to cut down graphics latency and accelerate stereo rendering performance. In this talk, we'll show how developers can use NVIDIA GPUs and GameWorks VR to improve the gaming experience on the Oculus Rift and other VR headsets.

Nathan Reed (Developer Technology Engineer, NVIDIA)
Nathan Reed
Nathan is a graphics programmer, an amateur physicist, and a sci-fi nerd. He teaches computers how to make pretty pictures and is excited by beautiful, immersive, story-driven games and interactive fiction. Nathan enjoys messing around with esoteric ideas and explaining things. Prior to joining NVIDIA, Nathan worked for Sucker Punch Productions on the Infamous series of games for PS3 and PS4.