Physics Developer Survey
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
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
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]
08/13/2008 | Direct link
GPU Gems 2: Apple, Noise, and Filtering
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
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
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
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