GV-N56GSO-1GI NVIDIA® Geforcetm GTX 560 Graphics Accelerator
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CUDA by Example
CUDA by Example AN INTRODUCTION TO GENERAL-PURPOSE GPU PROGRAMMING JASON SaNDERS EDWARD KANDROT Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Capetown • Sydney • Tokyo • Singapore • Mexico City Sanders_book.indb 3 6/12/10 3:15:14 PM Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. The authors and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein. NVIDIA makes no warranty or representation that the techniques described herein are free from any Intellectual Property claims. The reader assumes all risk of any such claims based on his or her use of these techniques. The publisher offers excellent discounts on this book when ordered in quantity for bulk purchases or special sales, which may include electronic versions and/or custom covers and content particular to your business, training goals, marketing focus, and branding interests. For more information, please contact: U.S. Corporate and Government Sales (800) 382-3419 [email protected] For sales outside the United States, please contact: International Sales [email protected] Visit us on the Web: informit.com/aw Library of Congress Cataloging-in-Publication Data Sanders, Jason. -
The Intro to GPGPU CPU Vs
12/12/11! The Intro to GPGPU . Dr. Chokchai (Box) Leangsuksun, PhD! Louisiana Tech University. Ruston, LA! ! CPU vs. GPU • CPU – Fast caches – Branching adaptability – High performance • GPU – Multiple ALUs – Fast onboard memory – High throughput on parallel tasks • Executes program on each fragment/vertex • CPUs are great for task parallelism • GPUs are great for data parallelism Supercomputing 20082 Education Program 1! 12/12/11! CPU vs. GPU - Hardware • More transistors devoted to data processing CUDA programming guide 3.1 3 CPU vs. GPU – Computation Power CUDA programming guide 3.1! 2! 12/12/11! CPU vs. GPU – Memory Bandwidth CUDA programming guide 3.1! What is GPGPU ? • General Purpose computation using GPU in applications other than 3D graphics – GPU accelerates critical path of application • Data parallel algorithms leverage GPU attributes – Large data arrays, streaming throughput – Fine-grain SIMD parallelism – Low-latency floating point (FP) computation © David Kirk/NVIDIA and Wen-mei W. Hwu, 2007! ECE 498AL, University of Illinois, Urbana-Champaign! 3! 12/12/11! Why is GPGPU? • Large number of cores – – 100-1000 cores in a single card • Low cost – less than $100-$1500 • Green computing – Low power consumption – 135 watts/card – 135 w vs 30000 w (300 watts * 100) • 1 card can perform > 100 desktops 12/14/09!– $750 vs 50000 ($500 * 100) 7 Two major players 4! 12/12/11! Parallel Computing on a GPU • NVIDIA GPU Computing Architecture – Via a HW device interface – In laptops, desktops, workstations, servers • Tesla T10 1070 from 1-4 TFLOPS • AMD/ATI 5970 x2 3200 cores • NVIDIA Tegra is an all-in-one (system-on-a-chip) ATI 4850! processor architecture derived from the ARM family • GPU parallelism is better than Moore’s law, more doubling every year • GPGPU is a GPU that allows user to process both graphics and non-graphics applications. -
NVIDIA Quadro Technical Specifications
NVIDIA Quadro Technical Specifications NVIDIA Quadro Workstation GPU High-resolution Antialiasing ° Dassault CATIA • Full 128-bit floating point precision • Up to 16x full-scene antialiasing (FSAA), ° ESRI ArcGIS pipeline at resolutions up to 1920 x 1200 ° ICEM Surf • 12-bit subpixel precision • 12-bit subpixel sampling precision ° MSC.Nastran, MSC.Patran • Hardware-accelerated antialiased enhances AA quality ° PTC Pro/ENGINEER Wildfire, points and lines • Rotated-grid FSAA significantly 3Dpaint, CDRS The NVIDIA Quadro® family of In addition to a full line up of 2D and • Hardware OpenGL overlay planes increases color accuracy and visual ° SolidWorks • Hardware-accelerated two-sided quality for edges, while maintaining ° UDS NX Series, I-deas, SolidEdge, professional solutions for workstations 3D workstation graphics solutions, the lighting performance3 Unigraphics, SDRC delivers the fastest application NVIDIA Quadro professional products • Hardware-accelerated clipping planes and many more… Memory performance and the highest quality include a set of specialty solutions that • Third-generation occlusion culling • Digital Content Creation (DCC) graphics. have been architected to meet the • 16 textures per pixel • High-speed memory (up to 512MB Alias Maya, MOTIONBUILDER needs of a wide range of industry • OpenGL quad-buffered stereo (3-pin GDDR3) ° NewTek Lightwave 3D Raw performance and quality are only sync connector) • Advanced lossless compression ° professionals. These specialty Autodesk Media and Entertainment the beginning. The NVIDIA -
3Dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli
3dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli Interviewed by: Shayne Hodge Recorded: July 29, 2013 Mountain View, California CHM Reference number: X6887.2013 © 2013 Computer History Museum 3dfx Oral History Panel Shayne Hodge: OK. My name is Shayne Hodge. This is July 29, 2013 at the afternoon in the Computer History Museum. We have with us today the founders of 3dfx, a graphics company from the 1990s of considerable influence. From left to right on the camera-- I'll let you guys introduce yourselves. Gary Tarolli: I'm Gary Tarolli. Scott Sellers: I'm Scott Sellers. Ross Smith: Ross Smith. Gordon Campbell: And Gordon Campbell. Hodge: And so why don't each of you take about a minute or two and describe your lives roughly up to the point where you need to say 3dfx to continue describing them. Tarolli: All right. Where do you want us to start? Hodge: Birth. Tarolli: Birth. Oh, born in New York, grew up in rural New York. Had a pretty uneventful childhood, but excelled at math and science. So I went to school for math at RPI [Rensselaer Polytechnic Institute] in Troy, New York. And there is where I met my first computer, a good old IBM mainframe that we were just talking about before [this taping], with punch cards. So I wrote my first computer program there and sort of fell in love with computer. So I became a computer scientist really. So I took all their computer science courses, went on to Caltech for VLSI engineering, which is where I met some people that influenced my career life afterwards. -
GV-3D1-7950-RH Geforce™ 7950 GX2 Graphics Accelerator
GV-3D1-7950-RH GeForce™ 7950 GX2 Graphics Accelerator User's Manual Rev. 101 12MD-3D17950R-101R * The WEEE marking on the product indicates this product must not be disposed of with user's other household waste and must be handed over to a designated collection point for the recycling of waste electrical and electronic equipment!! * The WEEE marking applies only in European Union's member states. Copyright © 2006 GIGABYTE TECHNOLOGY CO., LTD Copyright by GIGA-BYTE TECHNOLOGY CO., LTD. ("GBT"). No part of this manual may be reproduced or transmitted in any form without the expressed, written permission of GBT. Trademarks Third-party brands and names are the property of their respective owners. Notice Please do not remove any labels on VGA card, this may void the warranty of this VGA card. Due to rapid change in technology, some of the specifications might be out of date before publication of this booklet. The author assumes no responsibility for any errors or omissions that may appear in this document nor does the author make a commitment to update the information contained herein. Macrovision corporation product notice: This product incorporates copyright protection technology that is protected by U.S. patents and other intellectual property rights. Use of this copyright protection technology must be authorized by Macrovision, and is intended for home and other limited viewing uses only unless otherwise authorized by Macrovision. Reverse engineering or disassembly is prohibited. Table of Contents English 1. Introduction ......................................................................................... 3 1.1. Features ..................................................................................................... 3 1.2. Minimum system requirements ..................................................................... 3 2. Hardware Installation ........................................................................... 4 2.1. -
Club 3D Geforce 6800 GS Pcie Brute Rendering Force
Club 3D GeForce 6800 GS PCIe Brute rendering force... Introduction: The Club-3D GeForce 6800 GS is Pure Graphics Power for exceptional sharp pricing. This the right hardware to play your games with optimal qual- ity settings and high frame rates. With the Club 3D CyberLink PowerPack 6800 GS you have the correct 3D technology to play your games with all features enabled. Experience all the advanced and impressive shader effects that will present you light effects you have never seen before. The implemented SM3.0 technology creates exceptional natural environments, movements and colors. Order Information: • Club 3D 6800 GS 256MB : CGNX-GS686 Collin McRae 2005 DVD Product Positioning: • High Performance market • Game Enthousiast • LAN Enthousiast Extended Video Cable Specifications: Features: System requirements Item code: CGNX-GS686 • NVIDIA® CineFX™ 3.0 Technology • Intel® Pentium® or AMD™ Athlon™ • Full support for DirectX® 9.0 • 128MB of system memory Format: PCIe • NVIDIA® UltraShadow™ II Technology • Mainboard with free PCIe (x16) slot Engine Clock: 425MHz • 64-Bit Texture Filtering and Blending • CD-ROM drive for software installation Memory Clock: 1000MHz • VertexShaders 3.0 • 350Watt or greater Power Supply Memory: 256MB GDDR3 • PixelShaders 3.0 • 400Watt or greater when configured Memory Bus: 256 bit • Up to 16x Anisotropic Filtering in SLi nVidia Driver/E-manual Pixel Pipelines: 12 • Up to 6x Multi Sampling Anti Aliasing • Support for unlimited shader lengths Operating System Support RAMDAC: 2x 400MHz • DVI digital resolution up -
Nvidia Maximus System Builder's Guide for Microsoft Windows 7 Or
NVIDIA MAXIMUS SYSTEM BUILDER’S GUIDE FOR MICROSOFT WINDOWS 7 OR WINDOWS 8-64 DI-06471-001_v03 | January 2013 Installation Guide DOCUMENT CHANGE HISTORY DI-06471-001_v03 Version Date Authors Description of Change 01 August 4, 2012 OO, TS Initial Release 02 September 6, 2012 EK, TS Minor Edits 03 January 22, 2013 EKK, SM Updated to incorporate 2nd Generation Maximus NVIDIA Maximus System Builder’s Guide for Microsoft Windows 7 or Windows 8-64 DI-06471-001_v03 | ii TABLE OF CONTENTS NVIDIA 2nd Generation Maximus System Builder’s Guide .................................. 1 Audience ......................................................................................... 1 PreRequisite Skills .............................................................................. 2 Contents .......................................................................................... 2 Benefits of 2nd Generation Maximus Technology ........................................... 3 Installation ......................................................................................... 4 Required Components to Enable Maximus Technology .................................... 4 Quadro Professional Graphics .............................................................. 5 Tesla K20 ...................................................................................... 5 NVIDIA Quadro Professional Graphics Driver ............................................. 6 Implementing the Maximus Platform ...................................................... 6 Requirements for the -
Hardware Pro Pocítacovou Grafiku
Klasická zobrazovací zarízeníˇ Moderní zobrazovací zarízeníˇ Grafické adaptéry Odkazy Hardware pro pocítaˇ covouˇ grafiku Pavel Strachota FJFI CVUTˇ v Praze 24. záríˇ 2020 Klasická zobrazovací zarízeníˇ Moderní zobrazovací zarízeníˇ Grafické adaptéry Odkazy Obsah 1 Klasická zobrazovací zarízeníˇ 2 Moderní zobrazovací zarízeníˇ 3 Grafické adaptéry Klasická zobrazovací zarízeníˇ Moderní zobrazovací zarízeníˇ Grafické adaptéry Odkazy Obsah 1 Klasická zobrazovací zarízeníˇ 2 Moderní zobrazovací zarízeníˇ 3 Grafické adaptéry Klasická zobrazovací zarízeníˇ Moderní zobrazovací zarízeníˇ Grafické adaptéry Odkazy Obrazovky CRT 1/2 CRT - Cathode Ray Tube Princip cernobíléˇ televize: 1 svazek elektron˚uz elektronového delaˇ (katoda - vysoké napetíˇ cca 15-20kV) 2 je zaostrenˇ (konvergencníˇ mechanismus) 3 svazek je odklonenˇ magnetickým polem (cívky) na správné místo na stínítku 4 dopad elektron˚una luminofor („fosfor“) na stínítku vyvolá emisi svetlaˇ s exponenciálním útlumem intenzita elektronového svazku (pocetˇ elektron˚u) ∼ intenzita svetlaˇ elektronový paprsek vykresluje obraz po rádcíchˇ (vertikální) obnovovací frekvence (refresh rate) - pocetˇ snímk˚u(=pr˚uchod˚upaprsku celým obrazem) za sekundu horizontální obnovovací frekvence - pocetˇ vykreslených rádk˚uzaˇ sekundu Klasická zobrazovací zarízeníˇ Moderní zobrazovací zarízeníˇ Grafické adaptéry Odkazy Obrazovky CRT 2/2 Schéma cernobíléˇ televize Klasická zobrazovací zarízeníˇ Moderní zobrazovací zarízeníˇ Grafické adaptéry Odkazy Barevná CRT 1/2 3 druhy luminofor˚uusporádanéˇ do mrížky:ˇ Red, Green, -
Vysoke´Ucˇenítechnicke´V Brneˇ
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Digital library of Brno University of Technology VYSOKE´ UCˇ ENI´ TECHNICKE´ V BRNEˇ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMACˇ NI´CH TECHNOLOGII´ U´ STAV POCˇ ´ITACˇ OVY´ CH SYSTE´ MU˚ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF COMPUTER SYSTEMS AKCELERACE MIKROSKOPICKE´ SIMULACE DOPRAVY ZA POUZˇ ITI´ OPENCL DIPLOMOVA´ PRA´ CE MASTER’S THESIS AUTOR PRA´ CE ANDREJ URMINSKY´ AUTHOR BRNO 2011 VYSOKE´ UCˇ ENI´ TECHNICKE´ V BRNEˇ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMACˇ NI´CH TECHNOLOGII´ U´ STAV POCˇ ´ITACˇ OVY´ CH SYSTE´ MU˚ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF COMPUTER SYSTEMS AKCELERACE MIKROSKOPICKE´ SIMULACE DOPRAVY ZA POUZˇ ITI´ OPENCL ACCELERATION OF MICROSCOPIC URBAN TRAFFIC SIMULATION USING OPENCL DIPLOMOVA´ PRA´ CE MASTER’S THESIS AUTOR PRA´ CE ANDREJ URMINSKY´ AUTHOR VEDOUCI´ PRA´ CE Ing. PAVOL KORCˇ EK SUPERVISOR BRNO 2011 Abstrakt S narastajúcim poètom vozidiel na na¹ich cestách sa èoraz väčšmi stretávame so súèasnými problémami dopravy, medzi ktoré by sme mohli zaradi» poèetnej¹ie havárie, zápchy a zvýše- nie vypú¹»aných emisií CO2, ktoré zneèis»ujú životné prostredie. Na to, aby sme boli schopní efektívne využíva» cestnú infra¹truktúru, nám môžu poslúžiť napríklad simulátory dopravy. Pomocou takýchto simulátorov môžme vyhodnoti» vývoj premávky za rôznych poèiatoè- ných podmienok a tým vedie», ako sa správa» a reagova» v rôznych situáciách dopravy. Táto práca sa zaoberá témou akcelerácia mikroskopickej simulácie dopravy za použitia OpenCL. Akcelerácia simulácie je dôležitá pri potrebe analyzova» veľkú sie» infra¹truktúry, kde nám bežné spôsoby implementácie simulátorov nestaèia. Pre tento úèel je možné použiť naprí- klad techniku GPGPU súèasných grafických kariet, ktoré sú schopné paralelne vykonáva» v¹eobecné výpoèty. -
Release 90 Notes
ForceWare Graphics Drivers Release 90 Notes Version 91.45 For Windows XP / 2000 Windows XP Media Center Edition NVIDIA Corporation August 2006 Published by NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA 95050 Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE BEING PROVIDED “AS IS.” NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all information previously supplied. NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation. Trademarks NVIDIA, the NVIDIA logo, 3DFX, 3DFX INTERACTIVE, the 3dfx Logo, STB, STB Systems and Design, the STB Logo, the StarBox Logo, NVIDIA nForce, GeForce, NVIDIA Quadro, NVDVD, NVIDIA Personal Cinema, NVIDIA Soundstorm, Vanta, -
Nvidia's GPU Microarchitectures
NVidia’s GPU Microarchitectures By Stephen Lucas and Gerald Kotas Intro Discussion Points - Difference between CPU and GPU - Use s of GPUS - Brie f History - Te sla Archite cture - Fermi Architecture - Kepler Architecture - Ma xwe ll Archite cture - Future Advances CPU vs GPU Architectures ● Few Cores ● Hundreds of Cores ● Lots of Cache ● Thousands of Threads ● Handful of Threads ● Single Proce ss Exe cution ● Independent Processes Use s of GPUs Gaming ● Gra phics ● Focuses on High Frames per Second ● Low Polygon Count ● Predefined Textures Workstation ● Computation ● Focuses on Floating Point Precision ● CAD Gra p hics - Billions of Polygons Brief Timeline of NVidia GPUs 1999 - World’s First GPU: GeForce 256 2001 - First Programmable GPU: GeForce3 2004 - Sca la ble Link Inte rfa ce 2006 - CUDA Architecture Announced 2007 - Launch of Tesla Computation GPUs with Tesla Microarchitecture 2009 - Fermi Architecture Introduced 2 0 13 - Kepler Architecture Launched 2 0 16 - Pascal Architecture Tesla - First microarchitecture to implement the unified shader model, which uses the same hardware resources for all fragment processing - Consists of a number of stream processors, which are scalar and can only operate on one component at a time - Increased clock speed in GPUs - Round robin scheduling for warps - Contained local, shared, and global memory - Conta ins Spe cia l-Function Units which are specialized for interpolating points - Allowed for two instructions to execute per clock cycle per SP Fermi Peak Performance Overview: ● Each SM has 32 -
As Real As It Gets Nvidia® Quadro® Vr
AS REAL AS IT GETS NVIDIA® QUADRO® VR CREATE IT. LIVE IT. VRWorks™ is a comprehensive suite of APIs, libraries, Virtual reality creation and consumption requires the and engines that application and headset developers use highest-performance graphics processing to deliver the to create amazing virtual reality experiences. smoothest, most immersive, and life-like VR experiences. VRWorks enables a new level of presence by bringing Only NVIDIA VR Ready designated Quadro graphics have physically realistic visuals, sound, touch interactions, the level of performance and capability essential for the and simulated environments to virtual reality. best VR experiences across professional applications. 5 INDUSTRIAL MEDICAL LIFE 1 DESIGN SCIENCES 2 4 3 6 AEC OIL & GAS ENTERTAINMENT Variable Rate Shading, Multi-Res SCALABLE Blazing fast single and multi-GPU performance Shading, Lens-Matched Shading, Multi- 1 GRAPHICS PERFORMANCE for high-resolution, jitter-free VR View Rendering, Single Pass Stereo, and VR Scalable Link Interface (VR SLI) Larger memory capacity for VR assets than MASSIVE MEMORY consumer graphics solutions Context Priority, Direct Mode, 2 HEADSET Front Buffer Rendering, Wide FOV, NVIDIA RTX technology for interactive PHOTOREALISM VirtualLink photorealistic visualization in VR VRWorks Audio, OptiX™, 3 AUDIO Physically-Based Audio APPLICATION Certified with hundreds of professional CERTIFICATION applications to enable accelerated workflows 4 TOUCH & PHYSICS NVIDIA® PhysX® Designed, built, and tested by NVIDIA Warp & Blend, Mosaic, RELIABILITY