Conferences details

Les talks se tiendront au CCSTI (Musée des sciences) 


9h00 - 9h50 Accelerating VR with VRWorks

Tristan Lorach, Nvidia


Across graphics, audio, video, and physics, the NVIDIA VRWorks suite of technologies helps developers maximize performance and immersion for VR games and applications.

This talk will explore the latest features of VRWorks, explain the VR-specific challenges they address


9h50 - 10h40 How to use Mixed Reality?

Benoit Le Pichon, Microsoft

Building Mixed Reality
Experiences for Microsoft HoloLens

Microsoft HoloLens is the world’s first self-contained, untethered head-mounted holographic computing device for Mixed Reality (MR). Mixed reality blends 3D holographic content into your physical world, giving your holograms real-world context and scale, allowing you to interact with both digital content and the world around you. HoloLens lets you go beyond the screen, with Holograms that let you visualize and work with your digital content in relation to your real world, unlocking new insights and capabilities.

This session is your introduction to building 3D Mixed Reality applications and games using C#, Visual Studio and Unity. Science fiction becomes science fact, and Unity & UWP developers are at the front of this revolution. Come learn how to get started and build your journey into a world of holograms you create.


10h40 - 11h30 Choose your API: Low driver overhead for OpenGL or Vulkan. An overview of what are inside
Tristan Lorach, Nvidia
This presentation will review few approaches that allow you to use OpenGL with low driver overhead, thanks to NVIDIA extensions.
Then we will dive in the important concepts that you need to know in order to tackle the new API called Vulkan.

11h30 - 11h45 Break

11h45 - 12h15 NVIDIA Vulkan update
Tristan Lorach, Nvidia
Vulkan was released over a year ago. This sessions gives an update on the latest Vulkan driver extensions from NVIDIA.We will get a bit deeper into the VK_NVX_device_generated_commands extension.
This extension is similar in spirit to DX12's ExecuteIndirect and our OpenGL's command-list extension and allows the GPU to generate the most frequent rendering commands on its own, including the capability to switch shaders via the pipeline state object. This lets the GPU perform more tasks like occlusion culling, object sorting or level-of-detail independently from CPU reducing latency for better performance.

Speakers :

Tristan Lorach


Benoit Le Pichon

 270x270 BenoitLePichon


Please let us know if you can make it




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