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March 21-24, 2022

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The World’s Brightest Minds. One Unique Event.

NVIDIA GTC is more than a game-changing AI developer conference. It’s a global community committed to decoding the world’s greatest challenges, transforming every major industry workflow, and exploring tomorrow’s next big ideas—together. Join us this March and discover how to accelerate your life's work.

Khronos Related Sessions

Full-time Interactive Ray Tracing for Scientific Visualization, from Atoms to the COVID-19 Virion [S41602]

Speaker: John Stone (Senior Research Programmer, University of Illinois at Urbana-Champaign)
Abstract: Continuing advances in OptiX RTX ray tracing have led to interactive ray tracing performance levels where scientists can now use interactive progressive refinement ray tracing techniques "full time" in visualization applications, without having to fall back to lower-cost rasterization-based rendering techniques, even for animating time-varying simulation trajectories. We'll highlight the latest ray-tracing advances in VMD, a widely used molecular visualization tool. We'll then describe key differences in the performance costs of traditional rasterization-based rendering versus ray tracing, and how those costs affect user interaction and rendering quality trade-offs within a real application. We'll present both design and performance details for the OptiX ray-tracing engines in VMD, and early results using the new Khronos ANARI API with other ray-tracing engines, and Omniverse. We'll conclude with a roadmap based on further technical advances.

Practical Vukan: From API to Applications [S41209]

Speaker: Martin-Karl Lefrancois (Senior Graphic Software Engineer, NVIDIA)
Abstract: Vulkan is a complex API that exposes low-level access to graphics hardware for high-performance graphics. We'll cover the steps needed to create simple and more complex Vulkan applications. Based on the nvpro-samples framework, we'll start with the key aspects of Vulkan programming. Building on this foundation, we'll then consider the integration of other technologies, including RTX ray tracing and NVIDIA NSight.

Adopting Vulkan for a Next-gen Path Tracer [S42154]

Speaker: Anthony Salvi (Principal Product Manager, Adobe)
Abstract: Vulkan is the cornerstone of Adobe’s multi-platform, multi-vendor rendering strategy for its Adobe Substance 3D products. Thanks to the ray-tracing extensions that NVIDIA pioneered and contributed to Khronos, Vulkan gives native access to ray-tracing hardware, offering exceptional ray-tracing performance on supported devices. We'll discuss how Adobe’s collaboration with NVIDIA enabled us to develop a next-gen path tracer, and show a live demo of how it works in Substance 3D Stager.

Connect with the Experts: Vulkan and OptiX Ray Tracing [CWE41514]

Speaker: Martin-Karl Lefrancois, Neil Bickford, Pascal Gautron, Mathias Heyer, Patrick Mours, David Akeley
Abstract: Learn all the details of Vulkan and OptiX ray tracing and their features — including the best way to build acceleration structures, create an efficient shading binding table, using parallel pipelines, the pros and cons of ray tracing and ray queries, what to look for to gain speed, the latest Vulkan extensions (such as motion blur), and more. Not just for experts; we help beginners to find resources. *IMPORTANT: 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.

Driving High-end Head-mounted Displays in a Multi-GPU Environment [S41608]

Speaker: Andreas Dietrich (Senior Software Developer, ESI Group), Eric Kam (Solutions Marketing Manager, ESI Group)
Abstract: Recently available high-end head-mounted displays (HMDs), such as the Varjo XR-3, feature exceedingly high display resolutions, making it challenging to drive them at high enough frame rates for a smooth VR experience. This gets particularly difficult in virtual prototyping applications due to the high complexity of engineering datasets. We'll demonstrate how NVIDIA’s AI-based Deep Learning Super Sampling (DLSS) technology helps to produce crisp high-resolution images from lower-resolution input, suited for display on advanced HMDs. We'll show how DLSS enhances both ray-traced and rasterized images, rendered with OptiX 7 and Vulkan in a dual-GPU setup. Finally, we'll look at the integration into ESI’s Helios visualization framework, before we demonstrate the system through practical examples.

Kickstart RT: Easy Open-source Ray Tracing [S42359]

Speaker: Johannes Deligiannis (Developer Technology Engineer, NVIDIA)
Abstract: Ray tracing is becoming quite prevalent in AAA games. However, to make use of this new technology a game engine must generally create a bounding volume hierarchy of all scene geometry and bind all materials active in the scene. This requirement is often at odds with the dynamic nature of scene composition and material systems. Kickstart RT presents a novel cross-API (Direct3D11, Direct3D12 & Vulkan), cross-platform (win64 & ARM) solution that caches direct lighting information into a world space structure that is then used to ray trace reflections, GI, and shadows. This technology shortens development time due to a simpler and less-invasive integration of adding ray-tracing effects to a game engine, and it brings ray tracing to developers still using Direct3D11. We'll introduce the mechanisms and the algorithm used in Kickstart RT, and show off the quality and performance compared to traditional ray tracing and reference path tracing.

Connect with the Experts: Getting Started with Ray Tracing and NVIDIA's Ray Tracing Developer Tools [CWE41887]

Speaker: Aurelio Reis (Director, NVIDIA), Jeffrey Kiel (Senior Engineering Manager, NVIDIA), Dana Elifaz (Engineering Manager, NVIDIA)
Abstract: Talk directly with the team that builds NVIDIA's real-time ray-tracing tools, such as Nsight Graphics. We'll discuss the principles behind real-time ray tracing using modern APIs such as DXR and Vulkan Ray Tracing. Additionally, we'll cover how developer tools can help to accelerate development time, solve real-world problems like performance issues, and help you to identify hard-to-find GPU crashes. *IMPORTANT: 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.

Developer Tools Fundamentals for Ray Tracing using NVIDIA Nsight Graphics and NVIDIA Nsight Systems [DLIT2319]

Speakers: Aurelio Reis (Director, Graphics Developer Tools, NVIDIA); Dana Elifaz (Engineering Manager, Graphics Developer Tools, NVIDIA); Jeffrey Kiel (Senior Engineering Manager, Graphics Developer Tools, NVIDIA); Uri Shomroni (Senior Systems Software Engineer, NVIDIA)
Abstract: 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 training, 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


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