GTC San Jose 2020

GTC San Jose 2020 Banner
March 22-26, 2020
San Jose McEnery Convention Center, San Jose, CA

NVIDIA’s GPU Technology Conference (GTC) is a global conference series providing training, insights, and direct access to experts on the hottest topics in computing today.

Khronos Standards Sessions

Vulkan and OpenGL Q & A [CWE21750]
TBD

In this session, you can connect with Developer Technology Engineers on OpenGL and Vulkan-related topics. Whether you have questions about regular graphics use, compute shaders, ray tracing, or interop between the apis, we're here to help you with questions around the Khronos graphics apis.

  • Christoph Kubisch, Senior Developer Technology Engineer, NVIDIA
  • Martin-Karl Lefrancois, Senior Developer Technology Engineer, NVIDIA
Vulkan
OpenGL
ProVR: Vulkan and OpenGL Using Quadro GPUs [S21197]
TBD

We'll show recent developments in Vulkan and OpenGL for virtual reality, as part of our yearly talks about professional VR. Learn how new extensions in OpenGL and Vulkan improve the use of recent hardware features like variable rate shading and multiview rendering, as well as explicit multi-GPU rendering for VR head-mounted displays, multimonitor, and CAVE configurations.

Ingo Esser, Senior Developer Technology Engineer, NVIDIA

Robert Menzel, Senior Developer Technology Engineer, NVIDIA

Vulkan
OpenGL
ProVR: Discuss Vulkan and OpenGL using Quadro GPUs [CWE21198]
TBD

Discuss anything ProVR, including but not limited to topics we presented in our talk ""ProVR: Vulkan and OpenGL using Quadro GPUs". If you have any questions about professional VR, solutions for solving issues, or feedback about our VR solutions (Vulkan, OpenGL, OpenXR, etc.), you're in the right place.

  • Ingo Esser, Senior Developer Technology Engineer, NVIDIA
  • Robert Menzel, Senior Developer Technology Engineer, NVIDIA
Vulkan
OpenGL
OpenXR
Multi-GPU Real-Time Rendering Techniques [S21741]
TBD

Learn about state-of-the-art multi-GPU rendering methods using OpenGL, Vulkan, and DirectX for VR and large-scale display systems. These methods have many applications, including the development of command-and-control video walls, CAVEs, simulator visual systems, and location-based entertainment.

  • Tim Woodard, Senior Solutions Architect, NVIDIA
Vulkan
OpenGL
CUDA and Ray Tracing Developer Tools [CWE21165]
TBD

With the advances in accelerated GPU computing and rendering come new development challenges. The new NVIDIA Nsight developer tools portfolio enables developers to embrace new CUDA features like CUDA graphs and accelerated ray tracing rendering with NVIDIA OptiX, DX12/DXR, or Vulkan Raytracing. Stop by to talk to the developer tools engineering team to learn more about how Nsight tools can help you. Share your wish list or challenges so we can shape the future of our tools accordingly.

  • Rafael Campana, Director of Engineering, Developer Tools, NVIDIA
  • Bob Knight, Software Engineer, NVIDIA
  • Magnus Strengert, Senior Software Engineer, Developer Tools, NVIDIA
Vulkan
Integrating the NVIDIA Material Definition Language in Your Application [S21222]
TBD

The NVIDIA MDL SDK provides a rich toolset to integrate MDL in a wide range of renderers, from physically based ray tracing to real-time applications. In this tutorial-like session, we'll show how MDL materials and texturing functions can be compiled for OptiX/CUDA, DirectX, x86, and OpenGL target platforms. We'll also discuss how the MDL Distiller can be used to simplify MDL materials for use with real-time rendering solutions. Developers will learn about the available APIs and example code.

  • Moritz Kroll, Senior Software Engineer, NVIDIA
  • Sandra Pappenguth, Senior Software Engineer, NVIDIA
OpenGL
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