ºÝºÝߣshows by User: tlorach / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: tlorach / Wed, 16 Aug 2017 01:36:19 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: tlorach vkFX: Effect(ive) approach for Vulkan API /slideshow/vkfx-effective-approach-for-vulkan-api/78873976 siggvkfx-170816013619
Recorded video here: http://on-demand.gputechconf.com/siggraph/2017/video/sig1757-tristan-lorach-vkFX-effective-approach-for-vulkan-api.html Vulkan is a complex low-level API, full of structures and dedicated objects. Using it may be tedious and often leads to complicated source code. We propose here a way to define and use Vulkan components in a convenient and readable way. Then we will show how this infrastructure allows to introduce and use higher concepts, such as Techniques, Passes; and even how to instantiate resources, render-targets right from within the effect, making it self-sufficient and consistent as a general description. The overall purpose of this open-source project is to improve and enhance the use of Vulkan API, while keeping its strength and flexibility. This project can run in two different ways: either as a compiler generating C++ code for you; or at runtime, to load effects and use them right away. vkFx comes from a former project called nvFx, presented few years ago. While nvFx was intended to be Generic (OpenGL & D3D compliant), vkFx is Vulkan-specific: so the project is thin and doesn’t break important paradigms that Vulkan requires to stay powerful. ]]>

Recorded video here: http://on-demand.gputechconf.com/siggraph/2017/video/sig1757-tristan-lorach-vkFX-effective-approach-for-vulkan-api.html Vulkan is a complex low-level API, full of structures and dedicated objects. Using it may be tedious and often leads to complicated source code. We propose here a way to define and use Vulkan components in a convenient and readable way. Then we will show how this infrastructure allows to introduce and use higher concepts, such as Techniques, Passes; and even how to instantiate resources, render-targets right from within the effect, making it self-sufficient and consistent as a general description. The overall purpose of this open-source project is to improve and enhance the use of Vulkan API, while keeping its strength and flexibility. This project can run in two different ways: either as a compiler generating C++ code for you; or at runtime, to load effects and use them right away. vkFx comes from a former project called nvFx, presented few years ago. While nvFx was intended to be Generic (OpenGL & D3D compliant), vkFx is Vulkan-specific: so the project is thin and doesn’t break important paradigms that Vulkan requires to stay powerful. ]]>
Wed, 16 Aug 2017 01:36:19 GMT /slideshow/vkfx-effective-approach-for-vulkan-api/78873976 tlorach@slideshare.net(tlorach) vkFX: Effect(ive) approach for Vulkan API tlorach Recorded video here: http://on-demand.gputechconf.com/siggraph/2017/video/sig1757-tristan-lorach-vkFX-effective-approach-for-vulkan-api.html Vulkan is a complex low-level API, full of structures and dedicated objects. Using it may be tedious and often leads to complicated source code. We propose here a way to define and use Vulkan components in a convenient and readable way. Then we will show how this infrastructure allows to introduce and use higher concepts, such as Techniques, Passes; and even how to instantiate resources, render-targets right from within the effect, making it self-sufficient and consistent as a general description. The overall purpose of this open-source project is to improve and enhance the use of Vulkan API, while keeping its strength and flexibility. This project can run in two different ways: either as a compiler generating C++ code for you; or at runtime, to load effects and use them right away. vkFx comes from a former project called nvFx, presented few years ago. While nvFx was intended to be Generic (OpenGL & D3D compliant), vkFx is Vulkan-specific: so the project is thin and doesn’t break important paradigms that Vulkan requires to stay powerful. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/siggvkfx-170816013619-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Recorded video here: http://on-demand.gputechconf.com/siggraph/2017/video/sig1757-tristan-lorach-vkFX-effective-approach-for-vulkan-api.html Vulkan is a complex low-level API, full of structures and dedicated objects. Using it may be tedious and often leads to complicated source code. We propose here a way to define and use Vulkan components in a convenient and readable way. Then we will show how this infrastructure allows to introduce and use higher concepts, such as Techniques, Passes; and even how to instantiate resources, render-targets right from within the effect, making it self-sufficient and consistent as a general description. The overall purpose of this open-source project is to improve and enhance the use of Vulkan API, while keeping its strength and flexibility. This project can run in two different ways: either as a compiler generating C++ code for you; or at runtime, to load effects and use them right away. vkFx comes from a former project called nvFx, presented few years ago. While nvFx was intended to be Generic (OpenGL &amp; D3D compliant), vkFx is Vulkan-specific: so the project is thin and doesn’t break important paradigms that Vulkan requires to stay powerful.
vkFX: Effect(ive) approach for Vulkan API from Tristan Lorach
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Siggraph 2016 - Vulkan and nvidia : the essentials /tlorach/siggraph-2016-vulkan-and-nvidia-the-essentials siggraph2016tlorachvulkanandnvidiatheessentials-160727173601
This presentation introduces Vulkan components, what you must know to start using this new API. And what you must know when using it on NVIDIA hardware]]>

This presentation introduces Vulkan components, what you must know to start using this new API. And what you must know when using it on NVIDIA hardware]]>
Wed, 27 Jul 2016 17:36:01 GMT /tlorach/siggraph-2016-vulkan-and-nvidia-the-essentials tlorach@slideshare.net(tlorach) Siggraph 2016 - Vulkan and nvidia : the essentials tlorach This presentation introduces Vulkan components, what you must know to start using this new API. And what you must know when using it on NVIDIA hardware <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/siggraph2016tlorachvulkanandnvidiatheessentials-160727173601-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation introduces Vulkan components, what you must know to start using this new API. And what you must know when using it on NVIDIA hardware
Siggraph 2016 - Vulkan and nvidia : the essentials from Tristan Lorach
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NvFX GTC 2013 /slideshow/nvfx-gtc-2013/42342041 nvfxgtc2013-141204033812-conversion-gate02
Presentation of NvFX: an effect layer that allows encapsulation of GLSL and/or D3D shading language. The basic concept follows the footprints of NVIDIA CgFX https://github.com/tlorach/nvFX]]>

Presentation of NvFX: an effect layer that allows encapsulation of GLSL and/or D3D shading language. The basic concept follows the footprints of NVIDIA CgFX https://github.com/tlorach/nvFX]]>
Thu, 04 Dec 2014 03:38:12 GMT /slideshow/nvfx-gtc-2013/42342041 tlorach@slideshare.net(tlorach) NvFX GTC 2013 tlorach Presentation of NvFX: an effect layer that allows encapsulation of GLSL and/or D3D shading language. The basic concept follows the footprints of NVIDIA CgFX https://github.com/tlorach/nvFX <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/nvfxgtc2013-141204033812-conversion-gate02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation of NvFX: an effect layer that allows encapsulation of GLSL and/or D3D shading language. The basic concept follows the footprints of NVIDIA CgFX https://github.com/tlorach/nvFX
NvFX GTC 2013 from Tristan Lorach
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OpenGL NVIDIA Command-List:� Approaching Zero Driver Overhead /slideshow/opengl-nvidia-commandlistapproaching-zerodriveroverhead/42337523 commandlistsiggraphasia2014-141204005310-conversion-gate02
This presentation introduces a new NVIDIA extension called Command-list. The purpose of this presentation is to explain the basic concepts on how to use it and show what are the benefits. The sample I used for the talk is here: https://github.com/nvpro-samples/gl_commandlist_bk3d_models The driver for trying should be PreRelease 347.09 http://www.nvidia.com/download/driverResults.aspx/80913/en-us]]>

This presentation introduces a new NVIDIA extension called Command-list. The purpose of this presentation is to explain the basic concepts on how to use it and show what are the benefits. The sample I used for the talk is here: https://github.com/nvpro-samples/gl_commandlist_bk3d_models The driver for trying should be PreRelease 347.09 http://www.nvidia.com/download/driverResults.aspx/80913/en-us]]>
Thu, 04 Dec 2014 00:53:10 GMT /slideshow/opengl-nvidia-commandlistapproaching-zerodriveroverhead/42337523 tlorach@slideshare.net(tlorach) OpenGL NVIDIA Command-List:� Approaching Zero Driver Overhead tlorach This presentation introduces a new NVIDIA extension called Command-list. The purpose of this presentation is to explain the basic concepts on how to use it and show what are the benefits. The sample I used for the talk is here: https://github.com/nvpro-samples/gl_commandlist_bk3d_models The driver for trying should be PreRelease 347.09 http://www.nvidia.com/download/driverResults.aspx/80913/en-us <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/commandlistsiggraphasia2014-141204005310-conversion-gate02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation introduces a new NVIDIA extension called Command-list. The purpose of this presentation is to explain the basic concepts on how to use it and show what are the benefits. The sample I used for the talk is here: https://github.com/nvpro-samples/gl_commandlist_bk3d_models The driver for trying should be PreRelease 347.09 http://www.nvidia.com/download/driverResults.aspx/80913/en-us
OpenGL NVIDIA Command-List: Approaching Zero Driver Overhead from Tristan Lorach
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https://cdn.slidesharecdn.com/profile-photo-tlorach-48x48.jpg?cb=1596465750 Working in 3D (realtime) computer graphics. This has been a passion for many years. And it keeps going that way. I worked for 3D interactive installations for artists in various big events. Now Working at NVIDIA as a technical expert for our partners. Specialties: 3D Computer graphics and any technology related to this area http://lorachnroll.blogspot.com/ https://cdn.slidesharecdn.com/ss_thumbnails/siggvkfx-170816013619-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/vkfx-effective-approach-for-vulkan-api/78873976 vkFX: Effect(ive) appr... https://cdn.slidesharecdn.com/ss_thumbnails/siggraph2016tlorachvulkanandnvidiatheessentials-160727173601-thumbnail.jpg?width=320&height=320&fit=bounds tlorach/siggraph-2016-vulkan-and-nvidia-the-essentials Siggraph 2016 - Vulkan... https://cdn.slidesharecdn.com/ss_thumbnails/nvfxgtc2013-141204033812-conversion-gate02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/nvfx-gtc-2013/42342041 NvFX GTC 2013