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GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Visual Effects Bootcamp: Sorting Through the Rubble: A Review of Destruction Techniques

Speaker: Fred Hooper (NVIDIA)

Location: Room 3004, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Summits

Topic: Visual Arts

Format: Tutorial

Tutorials: Visual Effects Bootcamp

Advanced Graphics Techniques Tutorial: "Surfing the Wave(front)s with Radeon GPU Profiler" & "Debugging and Profiling DXR & Vulkan Ray Tracing"

Speakers: Dominik Baumeister (AMD), Aurelio Reis (NVIDIA)

Location: Room 303, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Summits

Topic: Programming

Format: Tutorial

Tutorials: Advanced Graphics Techniques Tutorial

Advanced Graphics Techniques Tutorial: Wakes, Explosions and Lighting: Interactive Water Simulation in 'Atlas'

Speakers: Mark Mihelich (Studio Wildcard), Tim Tcheblokov (NVIDIA)

Location: Room 303, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Summits

Topic: Programming

Format: Tutorial

Tutorials: Advanced Graphics Techniques Tutorial

Technical Artist Bootcamp: Gotta Go Fast: Shader Optimization for Tech Artists

Speaker: Garrett Stevens (Funomena)

Location: Room 3004, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Summits

Topic: Visual Arts

Format: Tutorial

Tutorials: Technical Artist Bootcamp

Introduction to DirectX Raytracing [3-Hour Tutorial Session] (Presented by nvidia)

Sponsor Speakers: Chris Wyman (NVIDIA), Adam Marrs (NVIDIA), Juha Sjoholm (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Exploring the Ray Traced Future in 'Metro Exodus' (Presented by nvidia)

Sponsor Speakers: Oles Shyshkovtsov (4A Games), Ben Archard (4A Games), Dmitry Zhdan (NVIDIA), Sergei Karmalsky (4A Games)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Ray Tracing in Vulkan (Presented by nvidia)

Sponsor Speaker: Nuno Subtil (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Ray-Traced Water Caustics with DXR (Presented by nvidia)

Sponsor Speaker: Holger Gruen (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Graphics Reinvented: RTX Update (Presented by nvidia)

Sponsor Speaker: Martin Stich (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

"Shadows" of the Tomb Raider: Ray Tracing Deep Dive (Presented by nvidia)

Sponsor Speakers: Jon Story (NVIDIA), Michiel Roza (Nixxes), Holger Gruen (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Image-to-Image Translation for Content Creation (Presented by nvidia)

Sponsor Speaker: Ming-Yu Liu (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

A Blend of GCN Optimization and Color Processing (Presented by AMD)

Sponsor Speakers: Timothy Lottes (AMD), Jordan Logan (AMD)

Location: Room 3001, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

A Fast Forward Through Ray Tracing Gems (Presented by nvidia)

Sponsor Speaker: Eric Haines (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Ray-Traced Irradiance Fields (Presented by nvidia)

Sponsor Speaker: Morgan McGuire (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

A Devtech's Essential Guide to Ray Tracing (Presented by nvidia)

Sponsor Speakers: Alex Dunn (NVIDIA), Pawel Kozlowski (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Tutorials: N/A

Truly Next-Gen: Adding Deep Learning to Games & Graphics (Presented by nvidia)

Sponsor Speakers: Andrew Edelsten (NVIDIA), Paula Jukarainen (NVIDIA), Anjul Patney (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Real-Time Path Tracing and Denoising in 'Quake 2' (Presented by nvidia)

Sponsor Speakers: Christoph Schied (Karlsruhe Institute of Technology), Alexey Panteleev (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

High Availability Horror Stories: How to Avoid Them with MongoDB (Presented by MongoDB)

Sponsor Speaker: Karen Huaulme (MongoDB)

Location: Room 2011, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

RTX in Justice (Presented by nvidia)

Sponsor Speakers: Haiyong Qian (Netease), Xueqing Yang (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Speed of Light DXR Ray Tracing with nvidia Nsight Graphics (Presented by nvidia)

Sponsor Speakers: Russ Kerschner (NVIDIA), Jeff Kiel (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Getting the Most from Your Vulkan Applications with nvidia Nsight Graphics (Presented by nvidia)

Sponsor Speaker: Jeffrey Kiel (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Optimizing DX12/DXR GPU Workloads using Nsight Graphics: GPU Trace and the Peak-Performance-Percentage (P3) Method (Presented by nvidia)

Sponsor Speaker: Louis Bavoil (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Improving Temporal Antialiasing with Adaptive Ray Tracing (Presented by nvidia)

Sponsor Speaker: Adam Marrs (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

PhysX 4: Raising the Fidelity and Performance of Physics Simulation in Games (Presented by nvidia)

Sponsor Speakers: Keir Storey (NVIDIA), Michelle Lu (NVIDIA), Gordon Yeoman (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Tutorials: N/A

nvidia Adaptive Shading Overview (Presented by nvidia)

Sponsor Speakers: Dmitry Zhdan (NVIDIA), Lei Yang (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Asteroids Mesh Shading with DX12 (Presented by nvidia)

Sponsor Speaker: Manuel Kraemer (NVIDIA)

Location: Room 205, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Programming

Format: Sponsored Session

Bavoil, Louis

Title: Principal Developer Technology Engineer

Company: NVIDIA

Louis Bavoil has been working in the Developer Technology group at NVIDIA since 2007, doing a mix of GPU performance optimizations and GameWorks software development, with the goal of helping increase the production value of PC games.

Dunn, Alex

Title: Principal Devtech Engineer

Company: NVIDIA

Alex Dunn, as a developer technology engineer for NVIDIA, spends his days passionately working toward advancing real-time visual effects in games. A graduate of Abertay University's Games Technology course, Alex got his first taste of graphics programming on console. Now working for NVIDIA, his time is spent working on developing cutting-edge rendering techniques to ensure the highest quality and best player experience possible is achieved.

Edelsten, Andrew

Title: Director, Developer Technologies (Deep Learning)

Company: NVIDIA

Andrew started hacking on C64’s and BBS software in the late 80’s and early 90’s. He briefly practiced law but turned away from the dark side and followed his true passion making computer games in Australia for 10 years. At the crest of the financial crisis, he moved to London and then on to California to start work at NVIDIA in 2010. He and his team now look for novel ways to use Deep Learning to make games and graphics more efficiently, with improved realism, and ultimately more fun.

Gruen, Holger

Title: Senior Developer Technology Engineer

Company: NVIDIA

Holger wrote his first 3D rasterizer in 68k assembly on an Amiga over 26 years ago. Since then he has managed software teams and processes, worked on rendering middleware, military tank simulators, games and has worked as a DevTech engineer for IHV companies. He has published numerous book chapters and articles on a variety of 3d rendering and parallel programming topics. His most recent activities as a DevTech engineer at NVIDIA include work on raytraced caustics, raytraced AA, and raytraced shadows in Shadow of the Tomb Raider.

Haines, Eric

Title: Distinguished Engineer

Company: NVIDIA

Eric Haines currently works at NVIDIA on interactive ray tracing. He co-edited the book "Ray Tracing Gems," coauthored the books "Real-Time Rendering" and "An Introduction to Ray Tracing," edited "The Ray Tracing News," and cofounded the "Journal of Graphics Tools" and the "Journal of Computer Graphics Techniques." He is also the creator and lecturer for the Udacity MOOC "Interactive 3D Graphics."

Hooper, Fred

Title: Lead VFX Artist

Company: NVIDIA

Fred Hooper is currently at Nvidia as a Lead Visual Effects Artist working on various projects in real time. He has been in the video game industry making art and effects for games for over seventeen years. He's the founder of Gentleman Fred FX, creating visual effects assets for the Unreal Marketplace. He's spoken at GDC on game feedback in effects with Free Reign: Building Visual Effects for Player Agency in 'Just Cause 3' and on effects concepts in the VFX Bootcamp: Build a Better Explosion. His released titles include 'Just Cause 3', 'Homefront', 'Singularity', 'Wolfenstein', 'Quake 4', 'X-Men Legends', 'Star Wars Jedi Knight 2', 'Soldier of Fortune 2' as well as numerous effects packs.

Huaulme, Karen

Title: Developer Advocate

Company: MongoDB

Karen Huaulme (“You-Old-Maid” with no d’s) is a Developer Advocate from Austin where she helps MongoDB developers use their data in innovative ways. Prior to joining the MongoDB team, Karen spent her career working with game developers as a Solutions Architect and Integration Engineer at Nvidia, Amazon and Twitch.tv.

Jukarainen, Paula

Title: Developer Technology Engineer

Company: NVIDIA

Paula Jukarainen is a Developer Technology Engineer at NVIDIA since 2018. Before her current role, she has been working as a rendering engineer and team lead at Futuremark contributing to several 3DMark benchmarks. Recently at NVIDIA, she has been focusing on optimizing graphics performance and implementing new Deep Learning technologies for various gaming titles.

Kerschner, Russ

Title: Software Engineer

Company: NVIDIA

Russ Kerschner has been working at NVIDIA in driver development and developer tools since 2002. As part of the Graphics Developer Tools team, Russ has designed and implemented numerous features for tools like Nsight: VSE and Nsight Graphics. Russ was the main developer of NVIDIA's initial DXR developer tools and continues to work to build out the best in class profiling features that help developers make their games run at the best performance and quality.

Kiel, Jeffrey

Title: Senior Manager, Graphics Tools

Company: NVIDIA

Jeffrey Kiel has been working on graphics tools for most of his career. He developed API debuggers, GPU-Accelerated shader debuggers, and GPU profilers used by developers to debug and tune the most advanced games and graphics applications in the industry. He has a passion for communicating with developers and helping them get the most out of their applications by using NVIDIA GPUs and tools. Before joining NVIDIA 18 years ago, he worked in the games industry shipping flight simulators, driving, and strategy games. He got his start working late nights in the G-Lab at UNC Chapel Hill

Kozlowski, Pawel

Title: Devtech Engineer

Company: NVIDIA

Pawel is a Devtech Engineer at NVIDIA since 2017. He works on integrating raytracing into current game engines, developing rendering techniques, and delivering the best GPU performance possible to gamers. He developed his interest in real-time graphics while pursuing Ph.D. in medical imaging at GE Healthcare and the University of Oslo, Norway, where he worked with 3D cardiac ultrasound.

Kraemer, Manuel

Title: Graphics Programmer

Company: NVIDIA

Manuel Kraemer is currently working as a graphics software engineer at NVIDIA, with a focus on high performance geometry processing. Prior to that he has been contributing as a technical director to many film, animation and televisions projects at Pixar, Disney Feature Animation, Double Negative, and the BBC.

Liu, Ming-Yu

Title: Principal Research Scientist

Company: NVIDIA

Ming-Yu Liu is a principal research scientist at NVIDIA Research. Before joining NVIDIA in 2016, he was a principal research scientist at Mitsubishi Electric Research Labs (MERL). He received his Ph.D. from the Department of Electrical and Computer Engineering at the University of Maryland College Park in 2012. His object pose estimation system was awarded one of hundred most innovative technology products by the R&D magazine in 2014. His street scene understanding paper was selected in the best paper finalist in the 2015 Robotics Science and System (RSS) conference. In CVPR 2018, he won the 1st place in both the Domain Adaptation for Semantic Segmentation Competition in the WAD challenge and the Optical Flow Competition in the Robust Vision Challenge. His research focus is on generative models for image generation and understanding. His goal is to enable machines superhuman-like imagination capabilities.

Lottes, Timothy

Title: Rendering and optimizations guru

Company: AMD

Timothy Lottes is an optimization-obsessed developer working as part of the AMD Graphics Performance R&D (GPRD) team, with prior experience at Epic, NVIDIA, Human Head Studios, and ILM. He is based in AMD Orlando working with the GPU hardware team, Vulkan driver team, and directly with game developers.

Lu, Michelle

Title: Principal Software Engineer

Company: NVIDIA

After receiving her PhD in computer science, Michelle has worked in the game industry for 13 years working on a wide range of technologies including physics, networking and AI. For the past 8 years, Michelle has worked at NVIDIA on the PhysX team. She has worked on a wide range of technologies including collision detection, low-level overlap and sweep operations, GPU rigid bodies and, most recently, been lead developer on the robotics-focused reduced coordinate articulation system.

Marrs, Adam

Title: Senior Graphics Engineer

Company: NVIDIA

Adam Marrs is a Senior Graphics Engineer in the Game Engines and Core Technology group at NVIDIA, where he works on real-time rendering for games and film. His experience includes work on commercial game engines, shipped game titles, real-time ray tracing, and published graphics research. He holds MS and PhD degrees in computer science from North Carolina State University and a BS in computer science from Virginia Tech.

McGuire, Morgan

Title: Distinguished Research Scientist

Company: NVIDIA

Morgan McGuire researches technology for creating new experiences in visual computing. He's worked with NVIDIA since 2009 on ray tracing, augmented and virtual reality, distributed/streaming graphics, and eSports.

Panteleev, Alexey

Title: Principal Devtech Engineer

Company: NVIDIA

Alexey is a Principal DevTech Engineer, working in the group since he joined NVIDIA in 2010. He works on novel rendering techniques and libraries such as VXGI, frameworks for prototyping renderers, performance analysis and optimization of GPU workloads, and game engine integrations. He has a Ph.D. in computer architecture from Moscow Engineering and Physics Institute.

Patney, Anjul

Title: Senior Research Scientist

Company: NVIDIA

Anjul Patney is a Senior Research Scientist at NVIDIA in Redmond, Washington. He works in the area of real-time rendering, machine learning, and virtual/augmented reality. He received his MS and PhD from the University of California at Davis in 2013, and his B.Tech. in Electrical Engineering from the Indian Institute of Technology in Delhi in 2007. Anjul’s current research interests lie in the area of using deep learning to improve the quality and performance of real-time computer graphics.

Reis, Aurelio

Title: SWE Director of Graphics Developer Tools

Company: NVIDIA

Aurelio spends his days at NVIDIA working diligently to ensure that realtime graphics developers worldwide have the best graphics tools possible. As the Director of Graphics Tools, Aurelio works with customers inside and outside of NVIDIA to help guide the vision and development of graphics tools like Nsight Graphics and Nsight Aftermath. Prior to life at NVIDIA, Aurelio was a Game Developer for 16 years, having worked at most of the “big publishers” on legendary titles like Jedi Academy, Civilization, Wolfenstein, Doom and For Honor.

Schied, Christoph

Title: PhD Student

Company: Karlsruhe Institute of Technology

Christoph Schied is currently a PhD student at KIT with focus on real-time graphics research. During his PhD, he interned with NVIDIA Research and Facebook Reality Labs. He is set to join Facebook Reality Labs in 2019.

Sjoholm, Juha

Title: Senior Devtech Engineer

Company: NVIDIA

Juha Sjöholm is a Senior Devtech Engineer at NVIDIA in European Devtech team. He has 15 years of experience in real-time graphics both as a devtech engineer and as a software developer. He has worked with cutting edge rendering technologies in various games, engines and hardware benchmarks. Lately, he has focused on application of RTX Ray Tracing in games and he has been designing the RTX integration in Remedy's Control from the beginning.

Stich, Martin

Title: Director of Engineering

Company: NVIDIA

Martin leads the software engineering team responsible for NVIDIA's RTX ray tracing technology and DirectX Raytracing implementation. He has been with NVIDIA for over 10 years, occupying various roles in software engineering, research, GPU architecture, and management. He graduated from Ulm University in Germany in 2006 and has been focusing his career on ray tracing ever since.

Storey, Keir

Title: Principal Software Engineer

Company: NVIDIA

Kier Storey is a Principal Software Engineer on the PhysX team. He has developed physics simulation technology for 14 years. For the past 8 years, Kier has worked at NVIDIA on the PhysX team on a wide range of features including the constraint solver, CCD, GPU rigid bodies and more recently worked on improving the simulation fidelity of the PhysX constraint solver.

Story, Jon

Title: Developer Technology Manager

Company: NVIDIA

Jon is now the Developer Technology Manager for Western Europe at NVIDIA. In addition to leading the European team he carries a wealth of experience in the game and HW industries, with deep knowledge in the fields of 3D graphics, ray tracing, denoising, optimisation, parallel algorithms and game technology. Jon has been living in Germany for the past 14 years with his wife near lake Ammersee in Bavaria.

Subtil, Nuno

Title: Devtech Engineer

Company: NVIDIA

Nuno Subtil is a Devtech Engineer at NVIDIA, where he helps game developers write high-performance graphics code, with a particular focus on the Vulkan API. His past work includes physically-based rendering techniques, engineering graphics drivers, research on bioinformatics algorithms for NVIDIA GPUs and building high-throughput DNA sequencers.

Tcheblokov, Tim

Title: Developer Technology Engineer

Company: NVIDIA

Tim Cheblokov works with game developers worldwide, providing help in adopting new rendering technologies and helping in getting the most from the NVIDIA GPUs in terms of performance and image quality. Holding a Master’s in Applied Math and Physics, Tim joined NVIDIA in 2004, and devoted his career to working on performance optimizations and new rendering tech, building great experience and expertise in these fields.

Wyman, Chris

Title: Principal Research Scientist

Company: NVIDIA

Chris Wyman is a Principal Research Scientist at NVIDIA in Redmond, WA working on the real-time rendering research team. He has used both raster and ray tracing algorithms for real-time rendering since his graduate studies at the University of Utah.  Prior to joining NIVIDIA, he was an Associate Professor of Computer Science at the University of Iowa and spent time as a contractor at the US Army Research Laboratory.

Yang, Lei

Title: Sr. GPU Graphics Architect

Company: NVIDIA

Lei received his PhD in Computer Science (Real-Time Graphics) in 2011, and has pioneered techniques such as temporal antialiasing (TAA),  image-based edge recovery, and mixed-resolution rendering. He joined NVIDIA in 2015, where he focuses on both hardware and software innovations to enhance the performance and quality of real-time rendering tasks.

Yang, Xueqing

Title: DevTech Engineer

Company: NVIDIA

Xueqing Yang has more than ten years of experience in game development. At the beginning he entered TOSE Software, the largest non-publishing game developer in the world, In there, he first worked as a programmer for a commercial software, and then was sent to Japan for a half-year training in game developing, after that, he worked as a lead programmer and producer in some game titles, such as the KOEI’s Sankokumusou on GBA, the race game Cyber Formula 3 which is based on the famous Japanese cartoon Future GPX Cyber Formula, and NAMCO’s ACE DRIVER 3 FINAL TURN. And after he left TOSE, he entered Spicy Horse Software, the largest Western AAA game development studio in China, worked as a senior game programmer in the developing of the famous title Alice: Madness Returns for EA. Now he’s a developer technology engineer in NVIDIA, focusing on creating advanced graphic techniques and helping the game developers to use them to create high quality visual effects in their games.

Yeoman, Gordon

Title: Software Engineer

Company: NVIDIA

Gordon Yeoman is a Software Engineer on the NVIDIA AutoSim team and has worked on physics simulation technology for 20 years. His career includes work on physics engines for games consoles, surface tracking in VR, vehicle physics and simulated robots. Gordon is the main developer of the NVIDIA Vehicles SDK.

Zhdan, Dmitry

Title: Devtech Engineer

Company: NVIDIA

Dmitry spends his days at NVIDIA working on performance analysis in games maximizing their efficiency on NVIDIA GPUs and delivering modern rendering technologies to AAA titles. He joined NVIDIA at 2014 and devoted his carrier to inventing something fancy what can unlock some performance or increase image quality.