Booth : Coex 3F Hall C #C15

    Thursday, December 16
    9:30 AM – 18:00 PM

    Friday, December 17
    9:30 AM – 18:00 PM

    Saturday, December 18
    9:30 AM – 17:00 PM

Developer Sessions
    CUDA Workshop

    Thursday, December 16
    9:00 AM – 18:00 PM
    Room 317B/C

    Tech Talk Presentation

    Friday, December 17
    9:00 AM – 11:00 AM
    Exhibition Hall

    Saturday, December 18
    13:00PM- 15:00PM
    Exhibition Hall

At SIGGRAPH Asia 2010, you can see how NVIDIA® Quadro® solutions integrate high-performance computing with advanced visualization for the world’s fastest application performance across a broad range of engineering, design and video applications.

At the booth you will see the latest Quadro solutions including:

Based on the innovative Fermi architecture with massive parallel processing capabilities, the newest Quadro solutions deliver 5x faster application performance and 8x faster computational simulation. More Info

Seamlessly display up to 36 megapixels across eight displays for installations of high-resolution, multi-display environments. More Info

Advanced stereoscopic 3D solution provides a fully immersive experience for exploring and investigating complex datasets in multi-user environments. More Info

CUDA Workshop Presentations Available for Download

CUDA Workshop
16 Dec, 9:00-18:00 (Room 317B/C)

Title:Languages, Tools and APIs for GPU Computing
Speaker(s): Phillip Miller, NVIDIA
This talk will cover the key features and differences between the major programming languages, APIs and development tools available today. Attendees will also learn several high level design patterns for consumer, professional and HPC applications, with practical programming considerations for each.

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Title:Introduction to Programming for CUDA C
Speaker(s): Samuel Gateau, NVIDIA
This presentation teaches the basics of programming GPUS starting with a background in C or C++, learn everything you need to know in order to start programming in CUDA C. Examine more deeply the various APIs available to CUDA applications and learn the best (and worst) ways in which to employ them in applications. The concepts are illustrated with step-by-step walkthroughs of code samples.

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Title:Computational Photography Real Time Plenoptic Rendering
Speaker(s): Seungyong Lee, Adobe
Imagine the ability to change the focus of an image, after it has been captured. Get the latest information on GPU-based plenoptic rendering including a demonstration of refocusing, novel view generation, polarization, high dynamic range, and stereo 3D. Learn how GPU hardware enables plenoptic rendering tasks with high-resolution imagery to be performed interactively, opening up entirely new possibilities for modern photography.

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12:00-12:50 Title:Using 3D Stereoscopic Solutions in Broadcast and Film Production
Speaker(s): Andrew Page, NVIDIA
Film, broadcast and the entire digital content industry are undergoing a stereoscopic 3D revolution. The added story telling dimension 3D stereoscopic provides is providing an entirely new way to tell a story to your audience. Come learn how software tools and hardware work together to make stereoscopic 3D production and distribution possible.

Title:Developer Tools for the GPU: Parallel Nsight & AXE
Speaker(s): Phillip Miller, NVIDIA, Samuel Gateau, NVIDIA
Learn about the latest software development tools from NVIDIA.

In first half of this session you will learn how NVIDIA's range of professional software makes it easy for application developers to maximize the power of professional GPUs to deliver the ultimate experiences and capabilities within their products and for their customers. Also learn how many of these offerings benefit end users directly as they push the boundaries of what's possible in graphics and visual computing.

The second half of this session will cover NVIDIA’s Visual Studio-based Parallel Nsight development environment for Windows.  Parallel Nsight introduces native GPU debugging and platform-wide performance analysis tools for both computing and graphics developers, fully integrated into Visual Studio 2010. 

Download AXE PDF
Download Parallel Nsight PDF


Title:DX11 Tessellation
Speaker(s): Tianyun Ni, NVIDIA
This talk provides a comprehensive overview of Direct3D11 tessellation technology. It not only demonstrates how to leverage Direct3D11 tessellation to take your games to the next level, but also addresses crucial practical issues. Finally and most importantly, we will present a few breathtaking practical examples and demonstrate how these advanced techniques have been adopted into gaming source engines.

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15:00-16:30 Title:Using the GPU for Visual Effects for Film & Video

Learn from NVIDIA partners who are working with the GPU to improve visual effects for film and video.

Title:Avatar Case Study: Accelerating Out-Of-Core Ray Tracing of Sparsely Sampled Occlusion with Pantaray
Speaker(s): Luca Fascione, Sebastian Sylwan , Weta Digital
Modern VFX rendering pipelines are faced with major complexity challenges: a film like Avatar requires rendering hundreds of thousands of frames, each containing hundreds of millions or billions of polygons. Furthermore, the process of lighting requires many rendering iterations across all shots. In this talk, we present the architecture of an efficient out-of-core ray tracing system designed to make rendering precomputations of gigantic assets practical on GPUs. The system we describe, dubbed PantaRay, leverages the development of modern ray tracing algorithms for massively parallel GPU architectures and combines them with new out-of-core streaming and level of detail rendering techniques.
Title: Bending Fire With Plume, a CUDA-Based 3D Fluid Solver and Volume Renderer
Speaker(s): Mohen Leo, Industrial Light & Magic
Industrial Light & Magic Singapore Studio Supervisor Mohen Leo discusses the challenges of bringing directable air, water, earth and fire to the screen for The Last Airbender. Mohen will showcase the elaborate environments, simulations and the advanced performance capture system ILM developed for the film.

Additional speakers and topics coming soon.


Title:CUDA and Fermi Optimization Techniques
Speaker(s): Hyungon Ryu, NVIDIA
This talk will present a detailed technical overview of implementing CUDA on Fermi for some different algorithms - Monte Carlo simulation, finite difference method and some useful image processing algorithms. The speaker present the approach to implementing these algorithms on Fermi based CUDA architecture and show how to use new Fermi features and optimize to achieve the performance on these applications.

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Tech Talk
17 Dec, 9:30-10:45

Title:GPU Ray Tracing at the Desktop and in the Cloud
Speakers:Phillip Miller, Director of Workstation Software Product Management, NVIDIA, and Ludwig von Reiche, Chief Operating Officer, mental images
Ray tracing is a natural fit for the massively parallel processing capabilities of GPUs, and the resulting performance gains are making physically correct techniques plausible for production and simpler techniques truly interactive. We will survey a range of GPU ray tracing options and solutions that are transforming the creative process, and describe how developers can harness GPU power in their applications and even on the cloud.

Download PDF
Download PDF

18 December 13:30-14:45

Title:State of the Art Application Development on GPUs
Speakers:Phillip Miller, Director of Workstation Software Product Management, NVIDIA, and Paul Arden, Director Application Engineering and Customer Support, mental images
Come learn how NVDIA's range of professional software makes it easy for application developers to maximize the power of professional GPUs to deliver the ultimate experiences and capabilities within their products and for their customers. Also learn how many of these offerings benefit end users directly as they push the boundaries of what's possible in graphics and visual computing, including Cloud-hosted 3D Web Services.

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17 December 9:00 am - 12:45 pm (317B/C )

Title:Stereoscopy From XY to Z
Speakers:Samuel Gateau, NVIDIA Corporation and Robert Neuman,Walt Disney Animation Studios
Stereoscopy has been very well known since the beginning of the 19th century. The theory is very simple: just present a left view of a scene to the left eye, and a right view to the right eye, and the viewer's brain perceives a three-dimensional view. In 2010, stereoscopy is a common experience, in the latest blockbuster movies and in systems designed for viewing 3D at home. Although the theory is simple, realization of a comfortable and convincing stereoscopic experience implies many subtle considerations, both aesthetics and technical.

This course addresses those requirements in animation and real-time applications. It presents a comprehensive overview of the rendering techniques and explores artistic concepts to provide a solid understanding of stereoscopy and how to make it work most effectively for viewers. Topics include the standard stereo projection techniques, how stereo images are perceived by the viewer, creative ways to use stereo, and and how to fix the common issues encountered when stereo is added to a graphics pipeline.

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