Quadro FX 4500/5500 SDI User's Guide
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Nvidia Geforce 6 Series Specifications
NVIDIA GEFORCE 6 SERIES PRODUCT OVERVIEW DECEMBER 2004v06 NVIDIA GEFORCE 6 SERIES SPECIFICATIONS CINEFX 3.0 SHADING ARCHITECTURE ULTRASHADOW II TECHNOLOGY ADVANCED ENGINEERING • Vertex Shaders • Designed to enhance the performance of • Designed for PCI Express x16 ° Support for Microsoft DirectX 9.0 shadow-intensive games, like id Software’s • Support for AGP 8X including Fast Writes and Vertex Shader 3.0 Doom 3 sideband addressing Displacement mapping 3 • Designed for high-speed GDDR3 memory ° TURBOCACHE TECHNOLOGY Geometry instancing • Advanced thermal management and thermal ° • Shares the capacity and bandwidth of Infinite length vertex programs monitoring ° dedicated video memory and dynamically • Pixel Shaders available system memory for optimal system NVIDIA® DIGITAL VIBRANCE CONTROL™ Support for DirectX 9.0 Pixel Shader 3.0 ° performance (DVC) 3.0 Full pixel branching support ° • DVC color controls PC graphics such as photos, videos, and games require a Support for Multiple Render Targets (MRTs) PUREVIDEO TECHNOLOGY4 ° • DVC image sharpening controls ° Infinite length pixel programs • Adaptable programmable video processor lot of processing power. Without any help, the CPU • Next-Generation Texture Engine • High-definition MPEG-2 hardware acceleration OPERATING SYSTEMS ° Up to 16 textures per rendering pass • High-quality video scaling and filtering • Windows XP must handle all of the system and graphics ° Support for 16-bit floating point format • DVD and HDTV-ready MPEG-2 decoding up to • Windows ME and 32-bit floating point format 1920x1080i resolution • Windows 2000 processing which can result in decreased system ° Support for non-power of two textures • Display gamma correction • Windows 9X ° Support for sRGB texture format for • Microsoft® Video Mixing Renderer (VMR) • Linux performance. -
Master Thesis
Faculty of Computer Science and Management Field of study: COMPUTER SCIENCE Specialty: Information Systems Design Master Thesis Multithreaded game engine architecture Adrian Szczerbiński keywords: game engine multithreading DirectX 12 short summary: Project, implementation and research of a multithreaded 3D game engine architecture using DirectX 12. The goal is to create a layered architecture, parallelize it and compare the results in order to state the usefulness of multithreading in game engines. Supervisor ...................................................... ............................ ……………………. Title/ degree/ name and surname grade signature The final evaluation of the thesis Przewodniczący Komisji egzaminu ...................................................... ............................ ……………………. dyplomowego Title/ degree/ name and surname grade signature For the purposes of archival thesis qualified to: * a) Category A (perpetual files) b) Category BE 50 (subject to expertise after 50 years) * Delete as appropriate stamp of the faculty Wrocław 2019 1 Streszczenie W dzisiejszych czasach, gdy społeczność graczy staje się coraz większa i stawia coraz większe wymagania, jak lepsza grafika, czy ogólnie wydajność gry, pojawia się potrzeba szybszych i lepszych silników gier, ponieważ większość z obecnych jest albo stara, albo korzysta ze starych rozwiązań. Wielowątkowość jest postrzegana jako trudne zadanie do wdrożenia i nie jest w pełni rozwinięta. Programiści często unikają jej, ponieważ do prawidłowego wdrożenia wymaga wiele pracy. Według mnie wynikający z tego wzrost wydajności jest warty tych kosztów. Ponieważ nie ma wielu silników gier, które w pełni wykorzystują wielowątkowość, celem tej pracy jest zaprojektowanie i zaproponowanie wielowątkowej architektury silnika gry 3D, a także przedstawienie głównych systemów używanych do stworzenia takiego silnika gry 3D. Praca skupia się na technologii i architekturze silnika gry i jego podsystemach wraz ze strukturami danych i algorytmami wykorzystywanymi do ich stworzenia. -
Driver Riva Tnt2 64
Driver riva tnt2 64 click here to download The following products are supported by the drivers: TNT2 TNT2 Pro TNT2 Ultra TNT2 Model 64 (M64) TNT2 Model 64 (M64) Pro Vanta Vanta LT GeForce. The NVIDIA TNT2™ was the first chipset to offer a bit frame buffer for better quality visuals at higher resolutions, bit color for TNT2 M64 Memory Speed. NVIDIA no longer provides hardware or software support for the NVIDIA Riva TNT GPU. The last Forceware unified display driver which. version now. NVIDIA RIVA TNT2 Model 64/Model 64 Pro is the first family of high performance. Drivers > Video & Graphic Cards. Feedback. NVIDIA RIVA TNT2 Model 64/Model 64 Pro: The first chipset to offer a bit frame buffer for better quality visuals Subcategory, Video Drivers. Update your computer's drivers using DriverMax, the free driver update tool - Display Adapters - NVIDIA - NVIDIA RIVA TNT2 Model 64/Model 64 Pro Computer. (In Windows 7 RC1 there was the build in TNT2 drivers). http://kemovitra. www.doorway.ru Use the links on this page to download the latest version of NVIDIA RIVA TNT2 Model 64/Model 64 Pro (Microsoft Corporation) drivers. All drivers available for. NVIDIA RIVA TNT2 Model 64/Model 64 Pro - Driver Download. Updating your drivers with Driver Alert can help your computer in a number of ways. From adding. Nvidia RIVA TNT2 M64 specs and specifications. Price comparisons for the Nvidia RIVA TNT2 M64 and also where to download RIVA TNT2 M64 drivers. Windows 7 and Windows Vista both fail to recognize the Nvidia Riva TNT2 ( Model64/Model 64 Pro) which means you are restricted to a low. -
Development of Synthetic Cameras for Virtual Commissioning
DEVELOPMENT OF SYNTHETHIC CAMERAS FOR VIRTUAL COMMISSIONING Bachelor Degree Project in Automation Engineer 2020 DEVELOPMENT OF SYNTHETIC CAMERAS FOR VIRTUAL COMMISSIONING Bachelor Degree Project in Automation Engineering Bachelor Level 30 ECTS Spring term 2020 Francisco Vico Arjona Daniel Pérez Torregrosa Company supervisor: Mikel Ayani University supervisor: Wei Wang Examiner: Stefan Ericson 1 DEVELOPMENT OF SYNTHETHIC CAMERAS FOR VIRTUAL COMMISSIONING Bachelor Degree Project in Automation Engineer 2020 Abstract Nowadays, virtual commissioning has become an incredibly useful technology which has raised its importance hugely in the latest years. Creating virtual automated systems, as similar to reality as possible, to test their behaviour has become into a great tool for avoiding waste of time and cost in the real commissioning stage of any manufacturing system. Currently, lots of virtual automated systems are controlled by different vision tools, however, these tools are not integrated in most of emulation platforms, so it precludes testing the performance of numerous virtual systems. This thesis intends to give a solution to this limitation that nowadays exists for virtual commissioning. The main goal is the creation of a synthetic camera that allows to obtain different types of images inside any virtual automated system in the same way it would have been obtained in a real system. Subsequently, a virtual demonstrator of a robotic cell controlled by computer vision is developed to show the immense opportunities that synthetic camera can open for testing vision systems. 2 DEVELOPMENT OF SYNTHETIC CAMERAS FOR VIRTUAL COMMISSIONING Bachelor Degree Project in Automation Engineering 2020 Certify of Authenticity This thesis has been submitted by Francisco Vico Arjona and Daniel Pérez Torregrosa to the University of Skövde as a requirement for the degree of Bachelor of Science in Production Engineering. -
Nvidia Forceware Graphics Drivers for XP, Manual and Notes
ForceWare Graphics Drivers Release 162 Notes Version 162.18 for Windows XP NVIDIA Corporation June 29, 2007 Confidential Information 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, TNT2, TNT, -
Release 85 Notes
ForceWare Graphics Drivers Release 85 Notes Version 88.61 For Windows Vista x86 and Windows Vista x64 NVIDIA Corporation May 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, TNT2, TNT, -
NVIDIA® Geforce® 7900 Gpus Features and Benefits Next
NVIDIA GEFORCE 7 SERIES MARKETING MATERIALS NVIDIA® GeForce® 7900 GPUs Features and Benefits Next-Generation Superscalar GPU Architecture: Delivers over 2x the shading power of previous generation products taking gaming performance to extreme levels. Full Microsoft® DirectX® 9.0 Shader Model 3.0 Support: The standard for today’s PCs and next-generation consoles enables stunning and complex effects for cinematic realism. NVIDIA GPUs offer the most complete implementation of the Shader Model 3.0 feature set—including vertex texture fetch (VTF)—to ensure top-notch compatibility and performance for all DirectX 9 applications. NVIDIA® CineFX® 4.0 Engine: Delivers advanced visual effects at unimaginable speeds. Full support for Microsoft® DirectX® 9.0 Shader Model 3.0 enables stunning and complex special effects. Next-generation shader architecture with new texture unit design streamlines texture processing for faster and smoother gameplay. NVIDIA® SLI™ Technology*: Delivers up to 2x the performance of a single GPU configuration for unparalleled gaming experiences by allowing two graphics cards to run in parallel. The must-have feature for performance PCI Express® graphics, SLI dramatically scales performance on today’s hottest games. NVIDIA® Intellisample™ 4.0 Technology: The industry’s fastest antialiasing delivers ultra- realistic visuals, with no jagged edges, at lightning-fast speeds. Visual quality is taken to new heights through a new rotated grid sampling pattern, advanced 128 tap sample coverage, 16x anisotropic filtering, and support for transparent supersampling and multisampling. True High Dynamic-Range (HDR) Rendering Support: The ultimate lighting effects bring environments to life for a truly immersive, ultra-realistic experience. Based on the OpenEXR technology from Industrial Light & Magic (http://www.openexr.com/), NVIDIA’s 64-bit texture implementation delivers state-of-the-art high dynamic-range (HDR) visual effects through floating point capabilities in shading, filtering, texturing, and blending. -
Nvidia Corporation 2010
NVIDIA CORPORATION 2010 2010 NVIDIA CORPORATION LETTER TO STOCKHOLDERS Notice of 2010 Annual Meeting Proxy Statement and Annual Report on Form 10-K It would be an understatement to By mid-year, we were back on track. characterize fiscal 2010 as challenging. And by the fourth quarter, revenue The global recession dramatically recovered to $983 million, more than impacted sales and pushed us into the double that of a year earlier, with a red for the year’s first two quarters. profit of $131 million. For the full year, revenue declined 3 percent to $3.33 We responded quickly. We cut spending, billion, with a loss of $68 million. postponed lower-priority investments and resized for a prolonged downturn. Despite the year’s difficulties, we did GPU REVOLUTION SHIFTS INTO HIGH GEAR Our employees supported pay cuts, some of our best work ever, extending A LETTER TO OUR STOCKHOLDERS enabling us to avoid further layoffs. And our role as the world leader in visual- Jen-Hsun Huang – President, CEO and Co-Founder senior leaders cut their cash pay nearly computing technologies. We expect by half. Such sacrifices enabled us to strong, profitable growth as we look sustain investments in the projects we ahead to fiscal 2011. believe in. LETTER TO OUR STOCKHOLDERS 01 Not long ago, our efforts to create GEFORCE accelerates a consumer PC – Generating photorealistic worlds in real- technologies that transform a basic PC delivering snappy performance for those time has been one of our ongoing pursuits. into a great computer with beautiful who play games, create photo albums or For certain applications – such as custom- graphics were largely of interest to enjoy movies on the Web. -
PC-Grade Parallel Processing and Hardware Acceleration for Large-Scale Data Analysis
University of Huddersfield Repository Yang, Su PC-Grade Parallel Processing and Hardware Acceleration for Large-Scale Data Analysis Original Citation Yang, Su (2009) PC-Grade Parallel Processing and Hardware Acceleration for Large-Scale Data Analysis. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/8754/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ PC-Grade Parallel Processing and Hardware Acceleration for Large-Scale Data Analysis Yang Su A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy School of Computing and Engineering University of Huddersfield October 2009 Acknowledgments I would like to thank the School of Computing and Engineering at the University of Huddersfield for providing this great opportunity of study and facilitating me throughout this project. -
3D Computer Graphics Compiled By: H
animation Charge-coupled device Charts on SO(3) chemistry chirality chromatic aberration chrominance Cinema 4D cinematography CinePaint Circle circumference ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping (computer graphics) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of Direct3D and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex polygon Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational geometry subdivision Computational_geometry computed surface axial tomography Cel-shaded Computed tomography computer animation Computer Aided Design computerCg andprogramming video games Computer animation computer cluster computer display computer file computer game computer games computer generated image computer graphics Computer hardware Computer History Museum Computer keyboard Computer mouse computer program Computer programming computer science computer software computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive solid geometry of continuous Direct3D function contrast ratioand conversion OpenGL between -
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. -
View Annual Report
FORM 10−K/A NVIDIA CORP − NVDA Filed: November 29, 2006 (period: January 29, 2006) Amendment to a previously filed 10−K Table of Contents Part I Item 1 Business as to Forward−Looking Statements and Available Information ; Part II Item 5 Market for Registrant s Common Equity, Related Stockholder Matters and Issuer Purchas Part IV Item 15 Exhibits and Financial Statement Schedules. Item 1. Business 1 ITEM 1. BUSINESS ITEM 1A. RISK FACTORS ITEM 1B. UNRESOLVED STAFF COMMENTS ITEM 2. PROPERTIES ITEM 3. LEGAL PROCEEDINGS ITEM 4. SUBMISSION OF MATTERS TO A VOTE OF SECURITY HOLDERS PART II ITEM 5. MARKET FOR REGISTRANT S COMMON EQUITY, RELATED STOCKHOLDER MATTERS AND ISSUER PURCHASES OF E ITEM 6. SELECTED FINANCIAL DATA ITEM 7. MANAGEMENT S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS ITEM 7A. QUANTITATIVE AND QUALITATIVE DISCLOSURES ABOUT MARKET RISK ITEM 8. CONSOLIDATED FINANCIAL STATEMENTS AND SUPPLEMENTARY DATA ITEM 9. CHANGES IN AND DISAGREEMENTS WITH ACCOUNTANTS ON ACCOUNTING AND FINANCIAL DISCLOSURE ITEM 9A. CONTROLS AND PROCEDURES ITEM 9B. OTHER INFORMATION PART III ITEM 10. DIRECTORS AND EXECUTIVE OFFICERS OF THE REGISTRANT ITEM 11. EXECUTIVE COMPENSATION ITEM 12. SECURITY OWNERSHIP OF CERTAIN BENEFICIAL OWNERS AND MANAGEMENT AND RELATED STOCKHOLDER MATT ITEM 13. CERTAIN RELATIONSHIPS AND RELATED TRANSACTIONS ITEM 14. PRINCIPAL ACCOUNTING FEES AND SERVICES PART IV ITEM 15. EXHIBITS, FINANCIAL STATEMENT SCHEDULES SIGNATURES EXHIBIT INDEX EX−23.1 (CONSENT OF PRICEWATERHOUSECOOPERS LLP) EX−23.2 (CONSENT OF KPMG LLP) EX−31.1 (RULE 13A−14(A) CERTIFICATION OF CHIEF EXECUTIVE OFFICER) EX−31.2 (RULE 13A−14(A) CERTIFICATION OF CHIEF FINANCIAL OFFICER) EX−32.1 (STATEMENT OF THE CHIEF EXECUTIVE OFFICER UNDER RULE 13A−14(B)) EX−32.2 (STATEMENT OF THE CHIEF FINANCIAL OFFICER UNDER RULE 13A−14(B)) EX−99.1 (NVIDIA CORPORATION AND SUBSIDIARIES SELECTED CONSOLIDATED FINANCIAL DATA) Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C.