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Physics Developer Survey

spacer We are currently developing our next generation of PhysX tools and SDKs and would like your feedback to ensure that we build the best possible developer tools to meet your needs.

In appreciation, survey respondents will be entered into a drawing for a GeForce GTX 280 GPU (MSRP $449). Winners will be announced on November 1, 2008 when the survey closes. Required questions are marked with red asterisks.

We thank you in advance for your valuable time and opinions.

Please click here to take the survey.


09/23/2008 | Direct link

"GPU Gems 2" Now COMPLETE Online

spacer The final online chapters from GPU Gems 2 are online! These last four come from the final Simulation and Numerical Algorithms section:

Options Pricing on the GPU
Craig Kolb & Matt Pharr
NVIDIA
Improved GPU Sorting
Peter Kipfer & Rüdiger Westermann
Technische Universität München
Flow Simulation with Complex Boundaries
Wei Li
Siemens Corporate Research
Zhe Fan, Xiaming Wei, & Arie Kaufman
Stony Brook University
Medical Image Reconstruction with the FFT
Thilaka Sumanaweera & Donald Liu
Siemens Medical Solutions USA

09/22/2008 | Direct link

Simulation, Numerical Algorithms, & Image-Oriented Computing: "GPU Gems 2"

The latest online chapters from GPU Gems 2 are online, as we enter into the final section: Simulation and Numerical Algorithms:

Deferred Filtering: Rendering from Difficult Data Formats
Joe Kniss
University of Utah
Aaron Lefohn & Nathaniel Fout
University of California, Davis
Conserative Rasterization
Jon Hasselgren, Tomas Akenine-Möller, & Lennart Ohlsson
Lund University
GPU Computing for Protein Structure Prediction
Paulius Micikevicius
Armstrong Atlantic State University
A GPU Framework for Solving Sytems of Linear Equations
Jen Krüger & Rüdiger Westermann
Technische Universität Munchen

09/12/2008 | Direct link

Latest "GPU Gems 2" Chapters

spacer Several new chapters from GPU Gems 2 have been made available online since our last newsfeed notification, the new chapters cover GPU-based high-performance computing beyond typical graphics issues:

GPU Flow-Control Idioms
Mark Harris
NVIDIA Corporation
Ian Buck
Stanford University
GPU Program Optimization
Cliff Woolley
University of Virginia
Stream Reduction Operations for GPGPU Applications
Daniel Horn
Stanford University
Octree Textures on the GPU
Sylvain Lefebvre
GRAVIR/IMAG – INRIA
Samuel Hornus
GRAVIR/IMAG – INRIA
Fabrice Neyret
GRAVIR/IMAG – INRIA
High-Quality Global Illumination Rendering Using Rasterization
Toshiya Hachisuka
The University of Tokyo
Global Illumination Using Progressive Refinement Radiosity
Greg Coombe
University of North Carolina at Chapel Hill
Mark Harris
NVIDIA Corporation
Computer Vision on the GPU
James Fung
University of Toronto

08/19/2008 | Direct link

NVIDIA SDK 10.5 Released with All-New Samples

The NVIDIA Direct3D and OpenGL SDKs have been updated with several all-new samples:

  • Screen-Space Ambient Occlusion
  • Instanced Tessellation
  • Percentage-Closer Soft Shadows
  • Skinning with Dual Quaternions
  • Instancing Tests
  • Parallax Mapping
  • Volume Light
  • Instanced Tessellation [OpenGL]

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08/13/2008 | Direct link

GPU Gems 2: Apple, Noise, and Filtering

spacer Three new chapters from the "High Quality Rendering" section of GPU Gems 2 are now available online:

  • "GPU Image Processing in Apple's Motion" by Pete Warden of the Apple Computer
  • "Implementing Improved Perlin Noise" by Simon Green of NVIDIA
  • "Advanced High Quality Filtering" by Justin Novosad of discreet

07/21/2008 | Direct link

July Newsletter, June Prizewinner!

The July NVIDIA Developer Newsletter is now available -- click here if you haven't received your email copy, or click here for an overview of recent editions. Keep up on the latest NVIDIA events, software releases for graphics and physics, books, contests, and more.

Congratulations go out to John Ashley of SGI, winner in our June Newsletter monthly giveaway of a new NVIDIA Quadro FX 3700 professional graphics card.


07/17/2008 | Direct link

GPU Gems 2 Chapters: Smooth Lines, Mermaids, and LUTs

spacer Three new chapters from the "High Quality Rendering" section of GPU Gems 2 are now available online:

  • "Fast Prefiltered Lines" by Eric Chan and Frédo Durand of the Massachusetts Institute of Technology
  • "Hair Animation and Rendering in the Nalu Demo" by Hubert Nguyen and William Donnelly of NVIDIA
  • "Using Lookup Tables to Accelerate Color Transformations" by Jeremy Selan of Sony Pictures Imageworks

07/07/2008 | Direct link

"GPU Gems 2" Chapters: Refraction, Filtering, & Rasterization

spacer Three new chapters from GPU Gems 2 are now available online: the final chapter of the section "Shading, Lighting, and Shadows," and two new chapters from "High Quality Rendering."

  • "Generic Refractions Simulation" by Tiago Sousa of Crytek
  • "Fast Third-Order Texture Filtering " by Christian Sigg of ETH Zurich & Markus Hadwiger of VRVis Research Center
  • "High-Quality Antialiased Rasterization" by Dan Wexler & Eric Enderton of NVIDIA

06/30/2008 | Direct link

"GPU Gems 2" Chapters: Atmospheric, Soft-Edged, Displaced

spacer Three new "Shading, Lighting, and Shadows." chapters from GPU Gems 2 are now available on the NVIDIA Developer Website:

  • "Accurate Atmospheric Scattering" by Sean O'Neill
  • "Efficient Soft-Edged Shadows Using Pixel Shader Branching" by Yury Uralsky of NVIDIA
  • "Using Vertex Texture Displacement for Realistic Water Rendering" by Yuri Kryachko of 1C:Maddox Games

06/24/2008 | Direct link

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