SIGGRAPH 2015: NVIDIA GameWorks VR August 17, 2015 · Slides: pptx, 10.6 MB or pdf, 7.9 MB (both include speaker notes) GameWorks VR is a suite of technologies I helped to build at NVIDIA in 2015–2016. It’s an SDK for VR game, engine, and headset developers, aimed at cutting down graphics latency and accelerating stereo rendering on NVIDIA GPUs. In this talk, I explain the features of this SDK, including VR SLI, multi-resolution rendering, context priorities and direct mode.

GTC 2014: Advanced Skin Shading with NVIDIA FaceWorks March 24, 2014 · Slides: pptx, 12.8 MB or pdf, 1.9 MB (both include speaker notes; the pptx has higher-quality images) FaceWorks is a middleware library I built at NVIDIA in 2013–2014. Its goal is to enable game developers to add high-end skin and eye rendering to their game engines. It was still a work in progress, but at the time I left, FaceWorks included an efficient, one-pass subsurface scattering implementation based on Eric Penner’s 2010 SIGGRAPH paper Pre-Integrated Skin Shading, as well as an implementation of “deep scattering” (translucency), based on estimating the thickness of a model from a shadow map. This talk gives a high-level overview of how FaceWorks’ rendering features operate, how it can be integrated into a game engine, and the roadmap for future development.