SLI Zone
NVIDIA.com Developer Home

Last Updated: 07 / 17 / 2008

NVIDIA Developer Newsletter #40 - June 2008

NVIDIA Developer Newsletter 40, June 2008

In This Issue:

Summer is almost upon us, and spring has certainly been a season of growth here at NVIDIA. We're happy to share new software tools from both NVIDIA and our partners; new documentation; even two contests: one for CUDA Programmers, and a chance for any reader to answer our survey to win a new high-performace NVIDIA GPU!

On the subject of contests, we're delighted to congratulate developer Mark Davis of Novalogic, the winner of last month's contest. We've sent Mark a shiny new NVIDIA Quadro FX 3700 graphics card as his prize from May's Newsletter Mini-Survey.


Game Developer Tracks at NVISION 2008

NVISION2008.COM

NVISION 2008 is coming to San Jose, California, August 25-27 -- a 55-hour, jaw-dropping, soul-jolting, visual feast that will overwhelm your senses and leave you wanting more.

Aside from amazing keynotes from industry luminaries and an expo hall featuring leading visual computing companies, the Professional Game Developer Program will bring together new technologies (some never presented before anywhere) into a single venue for the first time.

In your "off duty" hours, you can also compete for hundreds of thousands of dollars in cash and prizes at GeForce LAN, the legendary LAN party five years in the making, or at NVScene, an unprecedented largest-ever gathering of creative minds in demoscene, machinima, game modding, and digital art on US soil.

NVISION features numerous technical sessions, here's a list of those we've chosen with special interest to game developers:

Mobile Visual Computing
Mike Rayfield, NVIDIA
The Future of Rendering
Rolf Herken, mental images
Game Physics: The Next Frontier
Manju Hegde, NVIDIA
High Performance Computing
David Kirk, NVIDIA
Unreal Engine 3: Features and Tools Demo
Tim Sweeney, Epic Games
Developer Tools Showcase
Randy Fernando, NVIDIA
The New "X" Factor: An Introduction to NVIDIA PhysX
James Dolan, Adam Moravansky, and Bob Whitecotton, NVIDIA
mental mill & MetaSL: Advances in GPU Shader Authoring
Rolf Berteig, mental images
The Art of PhysX: A Guide to Game Creativity
Dane Johnson, Monier Maher, and David Schoemehl, NVIDIA
Beautiful Women of the Future
Kevin Bjorke, NVIDIA
Shape of Things to Come: Next-Gen Physics Deep Dive
Bruno Heidelberger, Simon Schirm, NVIDIA
Introduction to DirectX 11
Kev Gee, Microsoft
Life on the Bleeding Edge: More Secrets of the NVIDIA Demo Team
Eugene d'Eon, NVIDIA
Advances in Shader Writing with mental ray
Andy Kopra, mental images
mental images 3D Web Services Platform: RealityServer
Ludwig von Reiche, mental images
Easy Immersion with NVIDIA 3D Stereo
Slava Gostrenko, NVIDIA
Developer Tools Lunch Roundtable
Sebastien Domine, Randy Fernando, Daniel Horowitz, and Jeffrey Kiel, NVIDIA

Follow this link for registration and schedule info.

URL: http://www.nvision2008.com/Professionals/game.cfm

CUDA Coding Contest - Write Some Code, Win Some Cash!

Encoding MP3s always seem to take longer than it should. Do you wish you could find a way to make the process run faster?

Now there is a way -- you can compete to write a simple code that will speed up MP3 encoding on a CUDA-enabled GPU, and the winner will receive a US$5,000.00 cash prize.

Check out the current CUDA Coding Contest featuring a modified MP3 LAME Encoder (NVIDIA supplies the initial "starting gate" code). Sign up and show us your coding skills, and you can enter for a chance to win some cash.

URL: http://cudacontest.nvidia.com/

NVIDIA PerfHUD Beta 6 Update

Check out the latest PerfHUD 6 Beta at http://developer.nvidia.com/object/perfhud6_beta.html

PerfHUD 6.0 includes many new features:

  • Supports GeForce 8 and 9 GPUs
  • SLI Support
  • Texture Visualization and Overrides
  • API Call List
  • Draw Call Dependency View
  • New CPU/GPU Timing graph
  • Instant Feedback (Hit F4 in PerfHUD to send comments/suggestions directly to the PerfHUD team)
  • And more!

Of course, just as in prior versions, PerfHUD 6.0 Beta includes three powerful analysis modes:

  • The Performance Dashboard, for monitoring your GPU usage in real-time.
  • The Frame Debugger, for examining the data associated with every draw call in your frame.
  • The Frame Profiler, an automated analysis mode that profiles your application on a draw call level.

Browse over to our Beta page to download the PerfHUD installer, and get documentation.

Also, don't miss our video screencasts for PerfHUD 6:

URL: http://developer.nvidia.com/object/perfhud6_beta.html

New Max & Maya Plugins for NVIDIA PhysX Users

Users of Autodesk Max and Maya have two newly-updated downloadable plugins available for use with NVIDIA’s PhysX physics SDK. These plugin downloads include full source and user guides.

The PhysX Plugin for Max has been upgraded to version 1.0.3 and provides support for Max9/Max2008/Max2009 with NVIDIA PhysX SDK 2.7.3, 2.8.0, and 2.8.1.

The "Nima" plugin for Maya V1.04 update provides Maya2008 support for PhysX SDK 2.8.0.

URLs:
http://sourceforge.net/projects/physxplugin/
https://sourceforge.net/projects/nimaplugin/
http://developer.nvidia.com/object/physx.html

Natural Motion NVIDIA Partners with NaturalMotion Ltd.

On May 28th, NVIDIA and NaturalMotion Ltd, the developers behind the highly acclaimed euphoria motion synthesis technology, announced a strategic partnership that will offer game developers and publishers tightly integrated animation and physics solutions.

Starting with the upcoming release of NaturalMotion’s morpheme animation engine, NVIDIA’s PhysX technology will provide rigid body dynamics functionality across NaturalMotion’s product portfolio, supporting both console (PS3, Xbox 360 and Wii) and PC platforms. In addition, PC titles will benefit from GeForce GPU acceleration for both PhysX and future versions of morpheme, bringing additional motion fidelity to the PC game experience.

URLs:
http://www.naturalmotion.com/
http://www.naturalmotion.com/news.htm
http://www.naturalmotion.com/euphoria.htm
http://www.naturalmotion.com/morpheme.htm
http://developer.nvidia.com/object/physx.html

GPU Gems 2 in Online Serialization

As we announced in the May Newsletter, NVIDIA, in conjunction with publisher Addison-Wesley, has begun the process of making some of the very best GPU information and documentation available online -- for free!

During the week of May 12, we began serializing chapters of GPU Gems II, with new chapters available each week. Visit the NVIDIA Developer Site for all the details.

We've already serialized the entirety of GPU Gems 2 Part I: "Geometric Complexity" and we're already well into the next section, "Shading, Lighting, and Shadows." Here are the chapters available so far:

Prefer a printed copy for your desk? Newsletter readers can purchase beautifully printed versions of all our books at a 30% discount, courtesy of InformIT and Addison-Wesley. Just follow this link.

URLs:
http://http.developer.nvidia.com/GPUGems2/gpugems2_part01.html
http://www.informit.com/promotion/136275

NVIDIA at SIGGRAPH 2008

This year's SIGGRAPH will again see NVIDIA presenting leading-edge development work on topics ranging from character animation, rendering, CUDA High-Performance Computing, and more. NVIDIA will be presenting a special full day of technical talks on Wednesday, August 13th, 2008 in Room 405 of the Los Angeles Convention Center, two separate talks as part of the standard SIGGRAPH programming, and we'll be involved throughout SIGGRAPH and the associated graphics symposia.

This year's NVIDIA SIGGRAPH talks on Wednesday are:

Next-Generation Hardware Rendering of Displaced Subdivision Surfaces
9:00 – 10:00 am, Wednesday, August 13, Room 405
Ignacio Castaño, NVIDIA Corporation
In this talk we will provide an overview of the next-generation tessellation pipeline and its motivation. Our focus will be on one of the primary applications: rendering of displaced subdivision surfaces, which dramatically increases the realism of animated characters. We will also show how to adapt your production pipelines in order to create compelling content that takes advantage of this innovative rendering model.
Real-Time Rendering of Realistic Hair
10:15 – 10:45 am, Wednesday, August 13, Room 405
Sarah Tariq, NVIDIA Corporation
Simulating and rendering realistic hair with tens of thousands of strands is something that until recently was prohibitively expensive for real-time use. In this session, we will discuss how to render realistic hair with high geometric complexity in real-time on the GPU. Amongst other things we will cover efficient creation and rendering of high amounts of geometry for hair (essential for creating realistic hair especially when in motion), shading, self-shadowing, level of detail, and important performance optimizations. We will also talk about how to use next-generation hardware tessellation to make creating and rendering hair much more intuitive and efficient.
Adaptive Terrain Tessellation on the GPU
10:45 – 11:15 am, Wednesday, August 13, Room 405
Iain Cantlay, NVIDIA Corporation
Next-generation techniques implement highly-programmable tessellation entirely on the GPU. We explain how tessellation can be applied to terrain rendering with displacement mapping. Our tessellation scheme is adaptive, with the polygon LOD varying as a function of terrain roughness and also with view-dependent silhouette detection.
Getting Physical:
  Solutions and Case Studies for Creating Scalable PhysX Content

11:30 am – 12:30 pm, Wednesday, August 13, Room 405
Monier Maher, NVIDIA Corporation
Using physical simulation in applications takes their level of immersion to new heights. NVIDIA’s PhysX enables developers to add an unprecedented number of physical objects into scenes while maintaining high performance. This talk will feature the latest PhysX features and tools as well as real case studies that highlight common challenges and solutions.
A New Generation of Performance Analysis and Shader Authoring Tools
2:00 – 3:00 pm, Wednesday, August 13, Room 405
Jeffrey Kiel and Christopher Maughan, NVIDIA Corporation
This talk covers the latest releases of NVIDIA's popular PerfKit and FX Composer software products, as well as the brand-new NVIDIA Shader Debugger. First, learn how to extract maximum GPU performance using PerfHUD 6.0 (for real-time debugging and profiling - with tons of powerful new features), GLExpert (for OpenGL debugging), and PerfSDK (an API for accessing GPU performance counters).
Next, see how FX Composer 2.5 and the Shader Debugger can make shader authoring, profiling, and debugging a breeze for programmers, artists, and technical directors. This session showcases new features such as a source-level shader debugging for Cg and HLSL10 shaders, Direct3D 10 support (including geometry shaders, stream out, and texture arrays), visual models & styles, particle systems, a revamped user interface, and much more.
CUDA: The Democratization of Parallel Computing
3:45 – 4:45 pm, Wednesday, August 13, Room 405
Paulius Micikevicius, NVIDIA Corporation
Massively parallel computing, once the domain of supercomputers, is now widely accessible in the form of millions of CUDA-enabled GPUs. These GPUs are fully programmable, support tens of thousands of concurrent threads, and have accelerated computations in a variety of disciplines by up to 2 orders of magnitude.
We will provide an overview of the newest GPU architecture, the CUDA programming model, and latest development tools. CUDA enables efficient implementation of parallel algorithms by providing a small set of readily understood extensions to the C/C++ languages, eliminating the need to learn a new language. Development is facilitated by insightful profiling and debugging tools. Since the GPU is the only widely available commodity "manycore" chip, we will explore it as a research platform for parallel programming and architecture.

In addition to these standard-program talks:

Image-Space Horizon-Based Ambient Occlusion
Louis Bavoil, Miguel Sainz, and Rouslan Dimitrov, NVIDIA Corporation
Ambient occlusion is a lighting model that approximates the amount of light reaching a point on a diffuse surface based on its directly visible occluders. It provides a soft shadow appearance which enhances depth perception and spatial relationship between objects. In this talk, we will present a new algorithm for rendering ambient occlusion as a post-processing pass by sampling a depth buffer and its associated normal buffer. We will discuss how to integrate this approach in real-time engines as well as provide performance analysis.
Real Time Hair Simulation and Rendering on the GPU
Sarah Tariq and Louis Bavoil, NVIDIA Corporation
Simulating and rendering realistic hair with tens of thousands of strands is something that until recently was not possible in real time. In this talk we present a method for simulating and rendering realistic hair in real time using the power and programmability of modern GPUs (Graphics Processing Units). Our method utilizes new features of graphics hardware (including Stream Output, Geometry Shader and Texture Buffers) that make it possible for all simulation and rendering to be processed on the GPU in an intuitive manner, with no need for CPU intervention or read back. In addition, we propose fast new algorithms for inter-hair collision, and collision detection and resolution of interpolated hair.

URLs:
http://developer.nvidia.com/object/siggraph-2008.html
http://www.siggraph.org/s2008/
http://www.siggraph.org/s2008/attendees/techtalks/sessions.php

June Mini-Survey & GPU Giveaway

In each NVIDIA Developer Newsletter, we ask you to tell us what to do -- by asking a few select questions of our readers. Answer soon and you could be the winner of a new high-end NVIDIA GeForce Graphics Card.

This month's mini-survey topic: NVIDIA Web Services for Developers

This offer is open only to newsletter readers. Be sure to have your answers in no later than the deadline: Monday, 9 June 2008.

URL: [survey closed]


If you prefer not to receive the NVIDIA Developer Newsletter in the future, please unsubscribe at http://lyris01.nvidia.com/devRelRegister/frmOptOut.asp.

NVIDIA® Corporation (Nasdaq: NVDA) is the worldwide leader in graphics processors and media communications devices. For more information about NVIDIA please visit our website: www.nvidia.com.

© 2008 NVIDIA Corporation

NVISION2008.COM




nvidiadeveloper Twitterfeed
Popular References
Free Books Online