View, browse and sort the ever-growing list of sessions by pass type, topic, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.
Use the Viewing Experience filter to see which sessions will be available on-site, on the virtual platform, or both:
All registered attendees will be able to build their personal schedule in the virtual GDC event platform and mobile app. Download the Informa Tech Events app to gain access to the Game Developers Conference 2022 virtually. Login with the email address you used to register.
Martin-Karl Lefrancois (Senior Graphic Software Engineer , NVIDIA)
Location: Virtual GDC Platform
Date: Wednesday, March 23
Time: 9:00 am - 10:00 am
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass - Get your pass now!
Format: Sponsored Session
Viewing Experience: Virtual
Vault Recording: Video
Audience Level: Yes
This presentation will be covering the required steps to create simple and more complex Vulkan applications. Using the nvpro-samples framework, we will start with the most important aspects of Vulkan programming. This includes creating Vulkan context, memory allocation, creating pipelines for raster and ray tracing. From this sample, we will show how other technologies can be integrated, such as NVIDIA Nsight Aftermath, OptiX denoiser, NVIDIA real-time denoiser (NRD) and other advanced rendering techniques. The sample is part of nvpro-samples which is a collection of examples for Vulkan. For example, you will find a Vulkan tutorial on ray tracing, where ray tracing is added, step by step, to a raster renderer. Among this tutorial there is also a collection of very specific ray tracing features, like animation, motion blur, reflection, but it also covers more intensively the use of shading-binding-table (SBT), parallel shading pipelines, ray query, anyhit as well as intersection shader, and much more.