Tag: computer graphics
New Udacity Courses: Introduction to Parallel Programming, 3D Graphics and more
Udacity, a company on a mission to democratize education, today announced it is partnering with technology leaders Google, NVIDIA, Microsoft, Autodesk, Cadence, and Wolfram to deliver a new series of free courses online at Udacity.com.
NVIDIA livestream at SIGGRAPH
If you can’t make it to SIGGRAPH this year, NVIDIA will be streaming live sessions about new GPU technologies, including from partners such as Adobe, The Foundry, Pixar, NASA and many others.
Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces
We present a novel method for high-performance GPU-based rendering of Catmull-Clark subdivision surfaces. Unlike previous methods, our algorithm computes the true limit surface up to machine precision, and is capable of rendering surfaces that conform to the full RenderMan specification for Catmull-Clark surfaces.
Khronos releases OpenGL standards for modile and desktop 3D graphics
The Khronos Group today at SIGGRAPH announced the immediate release of the OpenGL ES 3.0 specification, bringing significant functionality and portability enhancements to the industry-leading, royalty-free 3D graphics API that is used on the majority of the world’s smartphones and tablets.
Collision Detection Method for High Resolution Objects Using Tessellation Unit on GPU
After tessellation for collision detection on GPU, 200-million-face models cannot be computed in real-time. Our algorithm proposed an high-potential-collision area selection.
Chaos Group Celebrates V-Ray’s 10th Anniversary at SIGGRAPH 2012
The company will premier V-Ray for Nuke and V-Ray for Katana and announce highly anticipated new features for the upcoming releases of V-Ray for 3ds Max and V-Ray for Maya.
Notable SIGGRAPH 2012 technical papers focused on GPU computing
We collected notable GPU computing talks at upcoming SIGGRAPH 2012 meeting. All DOIs linked to the corresponding technical papers.
User-Centered Design of GPU-Based Shader Programs
We develop principles and guidelines for the design of user-centered graphical interfaces for shaders. With the help of several examples, we show how the requirements of a user-centered interface design influence the choice of widgets as well as the choice of the underlying shader parameters.
Real-time photorealistic GPU path tracing with dynamic water
Real-time photorealistic #GPU path tracing with dynamic water on two @NVIDIA GTX 580 GPUs! Stunning video #url#
SIGGRAPH Asia 2012: Call for Technical Papers
The SIGGRAPH Asia Technical Papers program is a premier international forum for disseminating new scholarly work in computer graphics and interactive techniques.






