nvpro-samples Goto Github PK
Name: NVIDIA DesignWorks Samples
Type: Organization
Location: Santa Clara, CA
Blog: http://www.nvidia.com
Name: NVIDIA DesignWorks Samples
Type: Organization
Location: Santa Clara, CA
Blog: http://www.nvidia.com
GO HERE FIRST: nvpro-samples overview
This sample demonstrates the usage of the new NvAPI interface to synchronize present calls between windows on the same system as well as on distributed systems.
OpenGL sample on various rendering approaches for typical CAD scenes
OpenGL sample for NV_command_list
Sample showing OpenGL and CUDA interop
GPU classifies how to render millions of particles
OpenGL sample for the new GL_NVX_linked_gpu_multicast extension
OpenGL sample for shader-based occlusion culling
Example of how to use path rendering; and how to use it with CMYK (using multi-render target)
OpenGL sample that renders into a Vulkan direct display
optimized screen-space ambient occlusion, cache-aware hbao
Vulkan sample rendering 3D with 'worker-threads'
Simple vulkan rendering example.
This OpenGL/Vulkan sample illustrates the use of "mesh shaders" for rendering CAD models.
Adding ray traced ambient occlusion using Vulkan and OpenGL
Display an image created by Vulkan compute shader, with OpenGL
Vulkan sample showing a high quality super-sampled rendering
OpenGL and Vulkan comparison on rendering a CAD scene using various techniques
Variable Rate Shading in OpenGL
GLSL code generator to aid use of Vulkan's descriptor set indexing
Shows how to check if a GPU is an Enterprise/Quadro GPU using NVML.
shared source code and resources needed for the samples to run
NVIDIA Texture Tools samples for compression, image processing, and decompression.
Shows how to bake ambient occlusion at mesh vertices using OptiX Prime
external libraries, needed for the samples (AntTweakBar; ZLib...)
pre-built libraries for the nvpro-samples framework
Sample showcasing lifetime management and resource transfers in Vulkan
Customizable compute shader for fast cache-aware mipmap generation
Sample to demonstrate multi-GPU rendering and presenting to ddisplays, meaning displays that are not part of the Windows desktop and of which an application takes complete control.
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