The next evolution of GPU programming
Featured Shader
                     


CgShaders.org Programming Contest - Deadline was 30 September 2002!

The results from the second CgShaders.org contest are in! While only two entries could be chosen as the top prize winners for each of the two categories in this contest, everyone who submitted an entry deserves a congratulations for their excellent work! Everyone who participated will get a t-shirt and a hard copy of the Cg Manual, courtesy of our sponsors.

And now, the results:

NV30 Category Winners:

First Place, by Yury Uralsky:
Volumetric Fire

Author: Yury Uralsky
Date: 07 October 2002
Details: True volumetric procedurally animated fire in real time.

Second Place, by Fabio Policarpo:
Real-Time Caustics

Author: Fabio Policarpo
Date: 07 October 2002
Details: This demo shows two caustic effects using Cg shaders.


GENERAL Category Winners:

First Place, by IMAGIRE Takashi:
Collision Shader

Author: IMAGIRE Takashi
Date: 07 October 2002
Details: Implementation of collision detection by shaders.

Second Place, by Carlos Dietrich and Joao Comba:
Swampland

Author: Carlos Dietrich, Joao Comba
Date: 07 October 2002
Details: A collection of swamp effects.



For your convenience, all of the contest entries below can be downloaded in a single zip file here (28MB).

The complete list of contest entries (NV30 Category):

Real-Time Caustics

Author: Fabio Policarpo
Date: 07 October 2002
Details: This demo shows two caustic effects using Cg shaders.

Per-pixel Cellular Bumps

Author: Shlomi Fruchter
Date: 07 October 2002
Details: Generates procedural a cellular pattern on any arbitrary surface.

Procedural & Animated Clouds

Author: Marko Dolenc
Date: 07 October 2002
Details: Creates realistic procedural clouds.

Depth Of Field With Dynamic Lighting

Author: Arkadiusz Waliszewski
Date: 07 October 2002
Details: An implementation of the Depth of Field phenomena.

Drop Of Water

Author: Sylvain LEFEBVRE
Date: 07 October 2002
Details: Simulates a surface under rainfall.

Procedural Fire

Author: Damian Trebilco
Date: 07 October 2002
Details: A procedural fire effect that runs entirely on the GPU.

Fractal

Author: Arkadiusz Waliszewski
Date: 07 October 2002
Details: This entry computes a fractal using a fragment shader.

Ray Cast Terrain

Author: Damian Trebilco
Date: 07 October 2002
Details: A simple (top-down) ray cast terrain demo.

Painted Forest

Author: Kevin Buchin
Date: 07 October 2002
Details: A forest scene is painted with thick brush strokes.

Perlin Noise Shaders

Author: Yury Uralsky
Date: 07 October 2002
Details: This demo shows how perlin noise can be used to simulate different materials.

Per-Pixel Cellular Shader

Author: Ofer Kapota
Date: 07 October 2002
Details: This shader produces a cellular texture using a voroni diagram.

Per-Pixel Noise Shader

Author: Ofer Kapota
Date: 07 October 2002
Details: A per-pixel noise shader that is generated on the gpu using a fragement program.

Fragment Program Raytracer

Author: Jon Hasselgren
Date: 07 October 2002
Details: A raytracer running on the fragment processor.

Dynamic Reaction-Diffusion Textures

Author: Mark Harris
Date: 07 October 2002
Details: This program runs a discrete numerical integration of a pair of PDEs known as the Gray-Scott reaction diffusion system.

Soft Shadows

Author: Robert James
Date: 07 October 2002
Details: Soft Shadows from a local, non-point light source.

Volumetric Fire

Author: Yury Uralsky
Date: 07 October 2002
Details: True volumetric procedurally animated fire in real time.

Underwater Caustic Effect

Author: Martin Granger-Piche
Date: 07 October 2002
Details: Computes the caustics effect within water.



The complete list of contest entries (GENERAL Category):

Collision Shader

Author: IMAGIRE Takashi
Date: 07 October 2002
Details: Implementation of collision detection by shaders.

Flying Sparks

Author: Yury Uralsky
Date: 07 October 2002
Details: A simple, animating particle system effect.

Hologram / Meltdown / Warpspeed Effects

Author: Clement Shimizu
Date: 07 October 2002
Details: Hologram, meltdown, and warp speed effects.

MeltingFx

Author: Francesco Banterle
Date: 07 October 2002
Details: A simple mesh melting effect.

Particle System

Author: Vikram Subramanian
Date: 07 October 2002
Details: Particle System effects using Cg vertex shaders.

Ripples On Water

Author: Philippe Kunzle
Date: 07 October 2002
Details: Modifies the position of a flat surface to make it look like a ripple.

Swampland

Author: Carlos Dietrich, Joao Comba
Date: 07 October 2002
Details: A collection of swamp effects.

Tone Shader

Author: Markus Nuebel
Date: 07 October 2002
Details: Tone-based shading of matte objects.

Wave Surface

Author: Philippe Kunzle
Date: 07 October 2002
Details: Modifies the position of a flat surface to make it look like waves.


For your convenience, all of the above entries can be downloaded in a single zip file here (28MB).





Welcome to the second CgShaders.org programming contest! This is a great opportunity to learn what Cg has to offer while providing an outlet for you to show off your coding skills to the community! We've got two separate categories for contest entries this time around, with great prizes (provided by NVIDIA and Shuttle) for each one!

One option is to submit an entry for the General category, meaning your shaders make use of the default profiles. This is essentially exactly like our
previous contest. For this new contest however, there's an additional option: the NV30 category, meaning your shaders make use of the new functionality offered by the vp30 and fp30 profiles that are included in the Cg Toolkit v1.5. These profiles allow you to compile Cg programs for NVIDIA's next-generation graphics chip, codenamed NV30. The latest driver release from NVIDIA offers an NV30 emulator which will allow you to develop and test your effects on your current hardware.

Sound cool? So what are the prizes?

NV30 Category Prizes
  • 1st Prize: NV30-based Shuttle XPC System (info!)
  • 2nd Prize: NV30-based Graphics Board
  • General Category Prizes
  • 1st Prize: Quadro4 750 XGL
  • 2nd Prize: GeForce4 Ti 4600
  • Please note that for the above prizes, we can not promise a shipping date. The prizes will be sent out when they're available, but the exact shipping dates (particularly for prizes in the NV30 category) have not yet been revealed.

    This contest has an open theme for each category. Cg is a new language, and we're really interested in seeing what you can do with it. Your job is to create a standalone demo that uses Cg shaders in ways that'll truly impress the community. You're free to choose the topic, API, and whatever resources you wish to use. Please note that this is primarily a shader contest, so we encourage you to focus more on that aspect of it than the demo itself. Judging will be done at our discretion based on the technical and aesthetic merits of your Cg shaders, as well as the overall presentation.

    All entries will be released on this site, complete with source code. The resulting entries and shaders will be free for everyone to learn from, use (even commercially), and modify to their heart's content.


    So how do you get started? We suggest you start by reading the available documentation, checking out NVIDIA's developer site, experimenting with the examples that came with NVIDIA's Cg Toolkit, and of course if you're having any problems with Cg, stop by our forums to chat about it with others!


    When is the deadline, and how are demos submitted? All entries must be received by September 30th, 2002, before Midnight EST. To submit an entry, please follow the instructions on the submission form. Please specify in your e-mail which category your entry is for: General, or NV30.

    If you missed them, be sure to check out the entries from our previous contest!

    If you have any questions about the contest, contact us here. The official contest terms and conditions are listed below. Good luck!


    Terms and Conditions:
  • Employees of CgShaders.org and prize donors are not eligible to participate.
  • Your entry zip file may not exceed 3,145,728 bytes. You may submit as many separate and unique entries as you wish. Each entrant is only eligible to win one prize per contest.
  • The shaders within submissions must be written using the Cg language. Contest entries must be submitted as outlined on the submission form. Your entry may be disqualified at our discretion if seen as unfit for this contest for any reason.
  • The online submission form must be completed in English. Materials sent without completing the online form will not be eligible. All entries must be received by 30 September 2002 and 11:59PM EST. Each entrant must specify which category his entry is for ("General", or "NV30") with each submission.
  • Entries will be judged by CgShaders.org, on the basis of both technical and aesthetic merit.
  • Entrant agrees to pay any taxes or duties assessed on any prizes won through the contest, or agrees to return prizes.
  • Shader source code is submitted under the open license described at:
    http://www.opensource.org/licenses/zlib-license.php.
    A license.txt file must be submitted along with each entry, in accordance with the aforementioned license.
  • The Entrant agrees to allow accompanying data (models, textures, etc.) to be freely distributable with the demo.
  • The Entrant can designate whether the accompanying data can be used for commercial purposes or not, and must make this designation in a license.txt file that will accompany the submission.
  • The Entrant represents and warrants that the materials are owned by the Entrant free and clear of any liens or claims of any third-party, that the Entrant has a legal right to grant the permission herein given, and the Entrant will indemnify and hold CgShaders.org, its affiliates, assigns, agents, and employees, harmless from liability and all losses, damages, costs and expenses resulting from any third party action or claim that the use of the materials by CgShaders.org, its affiliates, assigns, agents, and employees, infringes or violates any intellectual property right or other right of such third party to the materials.
  • In the General category, a first place winner will be chosen to receive a NVIDIA Quadro4 750 XGL graphics card valued at approximately $550. A second place winner will be chosen to receive a NVIDIA GeForce4 Ti 4600 graphics card valued at approximately $400.
  • In the NV30 category, a first place winner will be chosen to receive an NV30-based Shuttle XPC System valued at approximately $800. A second place winner will be chosen to receive an NV30-based graphics board valued at approximately $400.
  • Prizes will be sent out when they're available.
  • A list of names of all winners will be available upon request by any participant. Contest records will be kept for two years after all prizes are awarded.



  • Cg Coding Contest!