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THINC: a Virtual and Remote Display Architecture for Desktop Computing and Mobile Devices
THINC: A Virtual and Remote Display Architecture for Desktop Computing and Mobile Devices Ricardo A. Baratto Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Graduate School of Arts and Sciences COLUMBIA UNIVERSITY 2011 c 2011 Ricardo A. Baratto This work may be used in accordance with Creative Commons, Attribution-NonCommercial-NoDerivs License. For more information about that license, see http://creativecommons.org/licenses/by-nc-nd/3.0/. For other uses, please contact the author. ABSTRACT THINC: A Virtual and Remote Display Architecture for Desktop Computing and Mobile Devices Ricardo A. Baratto THINC is a new virtual and remote display architecture for desktop computing. It has been designed to address the limitations and performance shortcomings of existing remote display technology, and to provide a building block around which novel desktop architectures can be built. THINC is architected around the notion of a virtual display device driver, a software-only component that behaves like a traditional device driver, but instead of managing specific hardware, enables desktop input and output to be intercepted, manipulated, and redirected at will. On top of this architecture, THINC introduces a simple, low-level, device-independent representation of display changes, and a number of novel optimizations and techniques to perform efficient interception and redirection of display output. This dissertation presents the design and implementation of THINC. It also intro- duces a number of novel systems which build upon THINC's architecture to provide new and improved desktop computing services. The contributions of this dissertation are as follows: • A high performance remote display system for LAN and WAN environments. -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
Nvidia Video Codec Sdk - Encoder
NVIDIA VIDEO CODEC SDK - ENCODER Application Note vNVENC_DA-6209-001_v14 | July 2021 Table of Contents Chapter 1. NVIDIA Hardware Video Encoder.......................................................................1 1.1. Introduction............................................................................................................................... 1 1.2. NVENC Capabilities...................................................................................................................1 1.3. NVENC Licensing Policy...........................................................................................................3 1.4. NVENC Performance................................................................................................................ 3 1.5. Programming NVENC...............................................................................................................5 1.6. FFmpeg Support....................................................................................................................... 5 NVIDIA VIDEO CODEC SDK - ENCODER vNVENC_DA-6209-001_v14 | ii Chapter 1. NVIDIA Hardware Video Encoder 1.1. Introduction NVIDIA GPUs - beginning with the Kepler generation - contain a hardware-based encoder (referred to as NVENC in this document) which provides fully accelerated hardware-based video encoding and is independent of graphics/CUDA cores. With end-to-end encoding offloaded to NVENC, the graphics/CUDA cores and the CPU cores are free for other operations. For example, in a game recording scenario, -
Virtualgl / Turbovnc Survey Results Version 1, 3/17/2008 -- the Virtualgl Project
VirtualGL / TurboVNC Survey Results Version 1, 3/17/2008 -- The VirtualGL Project This report and all associated illustrations are licensed under the Creative Commons Attribution 3.0 License. Any works which contain material derived from this document must cite The VirtualGL Project as the source of the material and list the current URL for the VirtualGL web site. Between December, 2007 and March, 2008, a survey of the VirtualGL community was conducted to ascertain which features and platforms were of interest to current and future users of VirtualGL and TurboVNC. The larger purpose of this survey was to steer the future development of VirtualGL and TurboVNC based on user input. 1 Statistics 49 users responded to the survey, with 32 complete responses. When listing percentage breakdowns for each response to a question, this report computes the percentages relative to the total number of complete responses for that question. 2 Responses 2.1 Server Platform “Please select the server platform(s) that you currently use or plan to use with VirtualGL/TurboVNC” Platform Number of Respondees (%) Linux/x86 25 / 46 (54%) ● Enterprise Linux 3 (x86) 2 / 46 (4.3%) ● Enterprise Linux 4 (x86) 5 / 46 (11%) ● Enterprise Linux 5 (x86) 6 / 46 (13%) ● Fedora Core 4 (x86) 1 / 46 (2.2%) ● Fedora Core 7 (x86) 1 / 46 (2.2%) ● Fedora Core 8 (x86) 4 / 46 (8.7%) ● SuSE Linux Enterprise 9 (x86) 1 / 46 (2.2%) 1 Platform Number of Respondees (%) ● SuSE Linux Enterprise 10 (x86) 2 / 46 (4.3%) ● Ubuntu (x86) 7 / 46 (15%) ● Debian (x86) 5 / 46 (11%) ● Gentoo (x86) 1 / -
NVIDIA Quadro RTX for V-Ray Next
NVIDIA QUADRO RTX V-RAY NEXT GPU Image courtesy of © Dabarti Studio, rendered with V-Ray GPU Quadro RTX Accelerates V-Ray Next GPU Rendering Solutions for V-Ray Next GPU V-Ray Next GPU taps into the power of NVIDIA® Quadro® NVIDIA Quadro® provides a wide range of RTX-enabled RTX™ to speed up production rendering with dedicated RT solutions for desktop, mobile, server-based rendering, and Cores for ray tracing and Tensor Cores for AI-accelerated virtual workstations with NVIDIA Quadro Virtual Data denoising.¹ With up to 18X faster rendering than CPU-based Center Workstation (Quadro vDWS) software.2 With up to 96 solutions and enhanced performance with NVIDIA NVLink™, gigabytes (GB) of GPU memory available,3 Quadro RTX V-Ray Next GPU with RTX support provides incredible provides the power you need for the largest professional performance improvements for your rendering workloads. graphics and rendering workloads. “ Accelerating artist productivity is always our top Benchmark: V-Ray Next GPU Rendering Performance Increase on Quadro RTX GPUs priority, so we’re quick to take advantage of the latest ray-tracing hardware breakthroughs. By Quadro RTX 6000 x2 1885 ™ Quadro RTX 6000 104 supporting NVIDIA RTX in V-Ray GPU, we’re Quadro RTX 4000 783 bringing our customers an exciting new boost in PU 1 0 2 4 6 8 10 12 14 16 18 20 their GPU production rendering speeds.” Relatve Performance – Phillip Miller, Vice President, Product Management, Chaos Group Desktop performance Tests run on 1x Xeon old 6154 3 Hz (37 Hz Turbo), 64 B DDR4 RAM Wn10x64 Drver verson 44128 Performance results may vary dependng on the scene NVIDIA Quadro professional graphics solutions are verified and recommended for the most demanding projects by Chaos Group. -
RTX-Accelerated Hair Brought to Life with NVIDIA Iray (GTC 2020 S22494)
RTX-accelerated Hair brought to Life with NVIDIA Iray (GTC 2020 S22494) Carsten Waechter, March 2020 What is Iray? Production Rendering on CUDA In Production since > 10 Years Bring ray tracing based production / simulation quality rendering to GPUs New paradigm: Push Button rendering (open up new markets) Plugins for 3ds Max Maya Rhino SketchUp … … … 2 What is Iray? NVIDIA testbed and inspiration for new tech NVIDIA Material Definition Language (MDL) evolved from internal material representation into public SDK NVIDIA OptiX 7 co-development, verification and guinea pig NVIDIA RTX / RT Cores scene- and ray-dumps to drive hardware requirements NVIDIA Maxwell…NVIDIA Turing (& future) enhancements profiling/experiments resulting in new features/improvements Design and test/verify NVIDIA’s new Headquarter (in VR) close cooperation with Gensler 3 Simulation Quality 4 iray legacy Artistic Freedom 5 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple GPUs and hosts even in interactive use • Two-way path tracing from camera and (opt.) lights • Use NVIDIA Material Definition Language (MDL) • NVIDIA AI Denoiser to clean up remaining noise 6 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple -
Supporting Distributed Visualization Services for High Performance Science and Engineering Applications – a Service Provider Perspective
9th IEEE/ACM International Symposium on Cluster Computing and the Grid Supporting distributed visualization services for high performance science and engineering applications – A service provider perspective Lakshmi Sastry*, Ronald Fowler, Srikanth Nagella and Jonathan Churchill e-Science Centre, Science & Technology Facilities Council, Introduction activities, the outcomes, the status and some suggestions as to the way forward. The Science & Technology Facilities Council is home to international Facilities such as the ISIS Workshops and tutorials Neutron Spallation Source, Central Laser Facility and Diamond Light Source, the National The take up of advanced visualization Grid Service including national super techniques within STFC scientists and their computers, Tier1 data service for CERN particle colleagues from the wider academia is quite physics experiment, the British Atmospheric limited despite decades of holding seminars and data Centre and the British Oceanographic Data surgeries to create awareness of the state of the Centre at the Space Science and Technology art. Visualization events generally tend to department. Together these Facilities generate attract practitioners in the field and an several Terabytes of data per month which needs occasional application domain expert. This is a to be handled, catalogued and provided access serious issue limiting the more widespread use to. In addition, the scientists within STFC of advanced visualization tools. In order to departments also develop complex simulations address this deficit, more recently, we have and undertake data analysis for their own begun an escalation of such events by holding experiments. Facilities also have strong ongoing show and tell “Other Peoples Business” to collaborations with UK academic and introduce exemplars from specific domains and commercial users through their involvement then the tools behind the exemplars, advertising with Collaborative Computational Programme, these events exclusively to scientists of various generating very large simulation datasets. -
MSI Afterburner V4.6.4
MSI Afterburner v4.6.4 MSI Afterburner is ultimate graphics card utility, co-developed by MSI and RivaTuner teams. Please visit https://msi.com/page/afterburner to get more information about the product and download new versions SYSTEM REQUIREMENTS: ...................................................................................................................................... 3 FEATURES: ............................................................................................................................................................. 3 KNOWN LIMITATIONS:........................................................................................................................................... 4 REVISION HISTORY: ................................................................................................................................................ 5 VERSION 4.6.4 .............................................................................................................................................................. 5 VERSION 4.6.3 (PUBLISHED ON 03.03.2021) .................................................................................................................... 5 VERSION 4.6.2 (PUBLISHED ON 29.10.2019) .................................................................................................................... 6 VERSION 4.6.1 (PUBLISHED ON 21.04.2019) .................................................................................................................... 7 VERSION 4.6.0 (PUBLISHED ON -
Salo Jouni-Junior.Pdf
Näytönohjainarkkitehtuurit Jouni-Junior Salo OPINNÄYTETYÖ Helmikuu 2019 Tieto- ja viestintätekniikan koulutus Sulautetut järjestelmät TIIVISTELMÄ Tampereen ammattikorkeakoulu Tieto- ja viestintätekniikan koulutus Sulautetut järjestelmät SALO JOUNI-JUNIOR Näytönohjainarkkitehtuurit Opinnäytetyö 39 sivua Maaliskuu 2019 Tässä opinnäytetyössä on perehdytty Yhdysvaltalaisen grafiikkasuorittimien val- mistajan Nvidian historiaan ja tuotteisiin. Nvidia on toinen maailman suurim- masta grafiikkasuorittimien valmistajasta. Tässä työssä tutustutaan tarkemmin Nvidian arkkitehtuureihin, Fermiin, Kepleriin, Maxwelliin, Pascaliin, Voltaan ja Turingiin. Opinnäytetyössä tutkittiin, mistä asioista Nvidian arkkitehtuurit koostuvat ja mi- ten eri komponentit kommunikoivat keskenään. Työssä käytiin läpi jokaisen ark- kitehtuurin julkaisuvuosi ja niiden käyttökohteet. Työssä huomattiin kuinka pal- jon Nvidian teknologia on kehittynyt vuosien varrella ja kuinka Nvidian koneop- pimiseen tarkoitettuja työkaluja on käytetty. Nvidia Fermi Kepler Maxwell Pascal Volta Turing rtx näytönohjain gpu ABSTRACT Tampere University of Applied Sciences Information and communication technologies Embedded systems SALO JOUNI-JUNIOR GPU architectures Bachelor's thesis 39 pages March 2019 This thesis focuses on the history and products of an American technology company Nvidia Corporation. Nvidia Corporation is one of the two largest graphics processing unit designers and producers. This thesis examines all of the following Nvidia architectures, Fermi, Kepler, Maxwell, Pascal, -
Tegra Linux Driver Package
TEGRA LINUX DRIVER PACKAGE RN_05071-R32 | March 18, 2019 Subject to Change 32.1 Release Notes RN_05071-R32 Table of Contents 1.0 About this Release ................................................................................... 3 1.1 Login Credentials ............................................................................................... 4 2.0 Known Issues .......................................................................................... 5 2.1 General System Usability ...................................................................................... 5 2.2 Boot .............................................................................................................. 6 2.3 Camera ........................................................................................................... 6 2.4 CUDA Samples .................................................................................................. 7 2.5 Multimedia ....................................................................................................... 7 3.0 Top Fixed Issues ...................................................................................... 9 3.1 General System Usability ...................................................................................... 9 3.2 Camera ........................................................................................................... 9 4.0 Documentation Corrections ..................................................................... 10 4.1 Adaptation and Bring-Up Guide ............................................................................ -
NVIDIA Ampere GA102 GPU Architecture Whitepaper
NVIDIA AMPERE GA102 GPU ARCHITECTURE Second-Generation RTX Updated with NVIDIA RTX A6000 and NVIDIA A40 Information V2.0 Table of Contents Introduction 5 GA102 Key Features 7 2x FP32 Processing 7 Second-Generation RT Core 7 Third-Generation Tensor Cores 8 GDDR6X and GDDR6 Memory 8 Third-Generation NVLink® 8 PCIe Gen 4 9 Ampere GPU Architecture In-Depth 10 GPC, TPC, and SM High-Level Architecture 10 ROP Optimizations 11 GA10x SM Architecture 11 2x FP32 Throughput 12 Larger and Faster Unified Shared Memory and L1 Data Cache 13 Performance Per Watt 16 Second-Generation Ray Tracing Engine in GA10x GPUs 17 Ampere Architecture RTX Processors in Action 19 GA10x GPU Hardware Acceleration for Ray-Traced Motion Blur 20 Third-Generation Tensor Cores in GA10x GPUs 24 Comparison of Turing vs GA10x GPU Tensor Cores 24 NVIDIA Ampere Architecture Tensor Cores Support New DL Data Types 26 Fine-Grained Structured Sparsity 26 NVIDIA DLSS 8K 28 GDDR6X Memory 30 RTX IO 32 Introducing NVIDIA RTX IO 33 How NVIDIA RTX IO Works 34 Display and Video Engine 38 DisplayPort 1.4a with DSC 1.2a 38 HDMI 2.1 with DSC 1.2a 38 Fifth Generation NVDEC - Hardware-Accelerated Video Decoding 39 AV1 Hardware Decode 40 Seventh Generation NVENC - Hardware-Accelerated Video Encoding 40 NVIDIA Ampere GA102 GPU Architecture ii Conclusion 42 Appendix A - Additional GeForce GA10x GPU Specifications 44 GeForce RTX 3090 44 GeForce RTX 3070 46 Appendix B - New Memory Error Detection and Replay (EDR) Technology 49 Appendix C - RTX A6000 GPU Perf ormance 50 List of Figures Figure 1. -
Release 0.11 Todd Gamblin
Spack Documentation Release 0.11 Todd Gamblin Feb 07, 2018 Basics 1 Feature Overview 3 1.1 Simple package installation.......................................3 1.2 Custom versions & configurations....................................3 1.3 Customize dependencies.........................................4 1.4 Non-destructive installs.........................................4 1.5 Packages can peacefully coexist.....................................4 1.6 Creating packages is easy........................................4 2 Getting Started 7 2.1 Prerequisites...............................................7 2.2 Installation................................................7 2.3 Compiler configuration..........................................9 2.4 Vendor-Specific Compiler Configuration................................ 13 2.5 System Packages............................................. 16 2.6 Utilities Configuration.......................................... 18 2.7 GPG Signing............................................... 20 2.8 Spack on Cray.............................................. 21 3 Basic Usage 25 3.1 Listing available packages........................................ 25 3.2 Installing and uninstalling........................................ 42 3.3 Seeing installed packages........................................ 44 3.4 Specs & dependencies.......................................... 46 3.5 Virtual dependencies........................................... 50 3.6 Extensions & Python support...................................... 53 3.7 Filesystem requirements........................................