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April 12-16, 2021

Join us for talks with pioneers and visionaries, hands-on training, enlightening connections, and one must-see keynote. Check back often as we add new sessions.

Khronos Related Sessions

An Open-Source Testbed to Democratize Extended Reality Research, Development, and Benchmarking [S33097]

Sarita Adve: Richard T. Cheng Professor of Computer Science (University of Illinois at Urbana-Champaign)

Date and Time: MONDAY, APRIL 12 @ 1:00 PM EDT

We present ILLIXR (Illinois Extended Reality Testbed), a fully open source extended reality (XR) system and testbed for XR systems research and development. ILLIXR contains (1) state-of-the-art XR components, such as head tracking, eye tracking, spatial audio, late stage reprojection, etc., (2) a modular and extensible runtime that integrates these components into a full system, and (3) extensive telemetry and quality-of-experience (QoE) metrics to enable end-to-end performance-power-QoE tradeoffs. ILLIXR is OpenXR compatible, and enables full system, end-to-end, QoE-driven research for XR systems. Using ILLIXR, we quantify and analyze the performance-power-quality gap that exists between modern XR systems and ideal ones, and provide implications for architects, system designers, and developers. We will also show a demo of ILLIXR. We are in the process of launching a consortium with several industry and academic partners, including Arm and NVIDIA, to evolve ILLIXR into a standardized testbed to democratize XR research, development, and benchmarking. ILLIXR currently runs on Arm, NVIDIA, and other platforms and was supported in part by Arm through the ADA JUMP SRC/DARPA center.

Impact of RTX and Collaboration on 3D Animated Storytelling [S31189]

Jean-Colas Prunier: CEO (PocketStudio)
Fredrik Darum: Head of R&D (Stiller Studios)

Date and Time: MONDAY, APRIL 12 @ 1:00 PM EDT

We'll explain how actual deployment of PocketStudio at Stiller Studio (a world-recognized studio for real-time production) and IIM (an animation school in Paris) changed the existing pipeline by leveraging RTX ray tracing and collaboration. The movie can be visualized in real time while different teams work in multiple regions, and production can be dramatically sped up by RTX and Vulkan Ray Tracing. We'll present a live demo of the workflow, benchmarks on RTX hardware, and how future integration of USD can help connect to Omniverse in the next steps. PocketStudio being an Azure-supported startup where assets are centralized and stored, we'll also add cloud-based GPU rendering for next-gen collaborative workflow in the animation industry.

Incorporating Real-Time Ray Tracing in Autodesk’s Next-Generation Viewport System [S31676]

Henrik Edstrom: Senior Software Architect, Graphics Technology (Autodesk)
Mauricio Vives: Senior Principal Engineer (Autodesk)

Date and Time: MONDAY, APRIL 12, 1:00 PM EDT

We’ll describe the architecture and implementation of Autodesk’s next-generation viewport system and how we leverage DXR and Vulkan Ray Tracing to radically improve the visual quality and performance over our previous viewport experience. This system is used in products such as 3DS Max, Inventor, Fusion 360, Revit, and AutoCAD, and we’ll demonstrate the system running in some of those products on NVIDIA RTX GPUs.

Advanced Performance Recommendations [E32720]

Juha Sjoholm: Developer and Perf Technology (NVIDIA)
Marton Tamas: Developer Technology Engineer – Gaming (NVIDIA)

Date and Time: TUESDAY, APRIL 13TH 2021 | 5:00 AM TO 5:40 AM EDT

We'll cover NVIDIA’s best practices for DirectX12 and Vulkan API usage. We'll describe how to make most out of these low-level APIs across our range of GPUs and explain how to avoid common performance pitfalls while achieving optimal smooth frame rates.

VkFFT: Performant, Cross-Platform and Open-Source GPU FFT Library Using Vulkan API [S31300]

Dmitrii Tolmachev: Student Researcher (Forschungszentrum Jülich)

Date and Time: TUESDAY, APRIL 13TH 2021 | 10:00 AM TO 10:20 AM EDT

Fast Fourier transform is an essential algorithm of modern computational science. The highly parallel structure of FFT allows for its efficient implementation on GPUs, which are now widely used for general-purpose computing. We'll present VkFFT — a GPU FFT library using the Vulkan application programming interface. We'll also cover memory-transfer optimizations and techniques aimed at mitigating GPU limitations that together allow VkFFT to outperform the well-established NVIDIA's cuFFT library. VkFFT is a cross-platform library that supports and is optimized to run on NVIDIA, AMD, and Intel GPUs. VkFFT is released as an open-source code under Mozilla Public License 2.0 and already supports single, double, and half precision; real transforms; convolutions; and native zero-padding. Release of VkFFT opens up further possibilities for efficient Vulkan-based scientific applications, which we'll also cover.

Vulkan Ray-Tracing Tutorial [S31936]

Martin-Karl Lefrancois: Senior Graphic Software Engineer (NVIDIA)

Date and Time: TUESDAY, APRIL 13TH 2021 | 11:00 AM TO 11:20 AM EDT

We'll provide useful examples and resources to make a basic integration of Vulkan ray tracing and traversal in an existing Vulkan raster sample. With the help of an existing online tutorial, we'll review the main steps of a simple ray tracer. From the location of SDKs and drivers to the debugging tools such as Nsight to set up the appropriate environment, we'll lay the foundation for the step-by-step addition and activation of ray tracing. We'll also cover specific topics related to ray tracing, such as any hit shader, intersection shader, reflections, animations, shader record, multiple hot shaders, callable shaders, and ray query.

Getting Started with Ray Tracing and NVIDIA's Ray Tracing Developer Tools [CWES1526]

Aurelio Reis: Director, Graphics Developer Tools (NVIDIA)
Dana Elifaz: Engineering Manager, Graphics Developer Tools (NVIDIA)
Daniel Price: Engineering Manager, Graphics Developer Tools (NVIDIA)
Jeffrey Kiel: Senior Engineering Manager, Graphics Developer Tools (NVIDIA)
Richard Meth: Senior Software Engineer (NVIDIA)
Axel Mamode: (NVIDIA)
JC Liang: Engineering Manager, Graphics Developer Tools (NVIDIA)

Date and Time: TUESDAY, APRIL 13TH 2021 | 2:00 PM TO 3:00 PM EDT

Ray tracing is the holy grail of 3D graphics and many developers are racing to update their applications to support groundbreaking technologies like DirectX Raytracing (DXR) and Vulkan Ray Tracing. We'll go over the basics of ray tracing using these modern APIs and explain how this works under the hood. We'll be there to answer your questions on how the tools have been specifically tailored to provide optimum visibility into what developers can do to achieve peak performance and revolutionary graphics. We recommend that attendees have an intermediate-level understanding of modern 3D graphics APIs and have previously used graphics tools like NVIDIA Nsight Graphics, Microsoft PIX, or RenderDoc. Connect with the Experts sessions are interactive sessions that give you a unique opportunity to meet, in either a group or 1:1 setting, with the brilliant minds behind NVIDIA’s products and research to get your questions answered. Space is limited - first come, first served. We request that you limit your 1:1 discussion with our Experts to 5 minutes. You will have the option to ask questions in a group setting as well. We also recommend you use a headset microphone to ensure our Experts can clearly hear you.

Real-Time Ray-Traced Effects for CAD: A Developer Story [E31314]

Pascal Gautron: Senior Dev Tech Engineer (NVIDIA)
Nicolas Jean: Rendering Lead (Dassault Systemes)
Stephan Ritz: CATIA Design Product Experience Roles Portfolio Director (Dassault Systèmes)

Date and Time: WEDNESDAY, APRIL 14TH 2021 | 4:00 AM TO 4:40 AM EDT

Dassault Systèmes and NVIDIA jointly developed an algorithm to add real-time ray-traced shadows in the CAD viewport. It was first showcased as POC at Siggraph 2019 with Renault before full integration in 3DEXPERIENCE R2021x and showcase at GTC October 2021 with Rimac. We'll present the Vulkan Ray Tracing algorithm principles leveraging RTX technology and developed by NVIDIA to address CAD constraints as well as integration in DS software before covering the results on actual CAD data and the breakthrough it brings in the design review workflow, putting this technology in all CATIA CAD users by default and to all other brands of the 3DEXPERIENCE as well.

Ultra-High Performance Video Streaming Meets the GPU with NVIDIA Rivermax [S31886]

Thomas True: Senior Applied Engineer for Professional Video (NVIDIA)
Nir Nitzani: Senior Director | NBU Rivermax and IP Products (NVIDIA)

Date and Time: WEDNESDAY, APRIL 14TH 2021 | 12:00 PM TO 12:40 PM EDT

NVIDIA® Mellanox® Rivermax® is a unique IP-based solution that boosts video and data streaming performance, including high-dynamic range (HDR) and higher frame rates, for media and data streaming in 10, 25, 40, 50 and up to 100Gb/s networks. Powered by NVIDIA GPU-accelerated computing technologies and running on top of a commercial off-the-shelf-based NVIDIA network interface card, Rivermax unlocks innovation for a wide range of applications in media and entertainment, broadcast, health care, smart cities, and more. In this session, application developers will learn how to optimally combine the image processing and rendering capabilities of one or more NVIDIA GPUs using CUDA, OpenGL, Vulkan or DirectX with (COTS)-based NVIDIA NIC and Rivermax API for ultimate data throughput and processing performance.

Crysis Remastered: RTX Features [E32620]

Juha Sjoholm: Developer and Perf Technology (NVIDIA)
Morteza Mostajab: Rendering Engineer (Crytek)
Vladimir Kajalin: Principal Rendering Engineer (Crytek)

Date and Time: THURSDAY, APRIL 15TH 2021 | 4:00 AM TO 4:40 AM EDT

We'll explain the work that went into delivering RTX features in one of the greatest games of all time, covering topics from the innovative way we added support for ray tracing without having to port the entire DX11 engine, to the ins-and-outs of how we got DLSS to work. You'll get the inside track from Crytek and NVIDIA.

Fundamentals of Graphics Profiling with NVIDIA® Nsight™ Graphics [T2507]

Aurelio Reis: Director, Graphics Developer Tools (NVIDIA)

Date and Time: THURSDAY, APRIL 15TH 2021 | 1:00 PM TO 3:00 PM EDT

With the arrival of NVIDIA RTX and realtime Ray Tracing APIs like DXR and Vulkan Ray Tracing, it's now easier than ever to create stunning visuals at interactive frame rates. In this workshop, you'll learn how to utilize NVIDIA® Nsight™ Graphics to profile and optimize 3D Applications that are using Ray Tracing. Using an example application, you'll learn how to: - Understand how modern GPUs function and how to properly feed the graphics pipeline - Identify GPU bottlenecks that degrade performance by inspecting low level metrics - Analyze profiler data and understand what actions you should take - Optimize some example workloads to achieve peak performance Upon completion, you should be able to leverage this knowledge to create workflows that can help you to improve your own applications.