NVIDIA Professional Graphics Solutions | Line Card
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NVIDIA GEFORCE GT 630 Step up to Better Video, Photo, Game, and Web Performance
NVIDIA GEFORCE GT 630 Step up to better video, photo, game, and web performance. Every PC deserves dedicated graphics. The NVIDIA® GeForce® GT 630 graphics card delivers a premium multimedia experience “Sixty percent of integrated and reliable gaming—every time. Insist on NVIDIA dedicated graphics owners want dedicated graphics for the faster, more immersive performance your graphics in their next PC1”. customers want. GEFORCE GT 630 TECHNICAL SPECIFICATIONS CUDA CORES > 96 GRAPHICS CLOCK > 810 MHz PROCESSOR CLOCK > 1620 MHz Deliver more Accelerate performance by up Give customers the freedom performance—and fun— to 5x over today’s integrated to connect their PC to any MEMORY INTERFACE with amazing HD video, graphics solutions2 and provide 3D-enabled TV for a rich, > 128 Bit photo, web, and gaming. additional dedicated memory. cinematic Blu-ray 3D experience FRAME BUFFER in their homes4. > 512/1024 MB GDDR5 or 1024 MB DDR3 MICROSOFT DIRECTX > 11 BEST-IN-CLASS PERFORMANCE MICROSOFT DIRECTCOMPUTE > Yes BLU-RAY 3D4 > Yes TRUEHD AND DTS-HD AUDIO BITSTREAMING > Yes NVIDIA PHYSX™-READY > Yes MAX. ANALOG / DIGITAL RESOLUTION > 2048x1536 (analog) / 2560x1600 (digital) DISPLAY CONNECTORS > Dual Link DVI, HDMI, VGA NVIDIA GEFORCE GT 630 | SELLSHEET | MAY 12 NVIDIA® GEFORCE® GT 630 Features Benefits HD VIDEOS Get stunning picture clarity, smooth video, accurate color, and precise image scaling for movies and video with NVIDIA PureVideo® HD technology. WEB ACCELERATION Enjoy a 2x faster web experience with the latest generation of GPU-accelerated web browsers (Internet Explorer, Google Chrome, and Firefox) 5. PHOTO EDITING Perfect and share your photos in half the time with popular apps like Adobe® Photoshop® and Nik Silver EFX Pro 25. -
GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
Ray-Tracing in Vulkan.Pdf
Ray-tracing in Vulkan A brief overview of the provisional VK_KHR_ray_tracing API Jason Ekstrand, XDC 2020 Who am I? ▪ Name: Jason Ekstrand ▪ Employer: Intel ▪ First freedesktop.org commit: wayland/31511d0e dated Jan 11, 2013 ▪ What I work on: Everything Intel but not OpenGL front-end – src/intel/* – src/compiler/nir – src/compiler/spirv – src/mesa/drivers/dri/i965 – src/gallium/drivers/iris 2 Vulkan ray-tracing history: ▪ On March 19, 2018, Microsoft announced DirectX Ray-tracing (DXR) ▪ On September 19, 2018, Vulkan 1.1.85 included VK_NVX_ray_tracing for ray- tracing on Nvidia RTX GPUs ▪ On March 17, 2020, Khronos released provisional cross-vendor extensions: – VK_KHR_ray_tracing – SPV_KHR_ray_tracing ▪ Final cross-vendor Vulkan ray-tracing extensions are still in-progress within the Khronos Vulkan working group 3 Overview: My objective with this presentation is mostly educational ▪ Quick overview of ray-tracing concepts ▪ Walk through how it all maps to the Vulkan ray-tracing API ▪ Focus on the provisional VK/SPV_KHR_ray_tracing extension – There are several details that will likely be different in the final extension – None of that is public yet, sorry. – The general shape should be roughly the same between provisional and final ▪ Not going to discuss details of ray-tracing on Intel GPUs 4 What is ray-tracing? All 3D rendering is a simulation of physical light 6 7 8 Why don't we do all 3D rendering this way? The primary problem here is wasted rays ▪ The chances of a random photon from the sun hitting your scene is tiny – About 1 in -
Gs-35F-4677G
March 2013 NCS Technologies, Inc. Information Technology (IT) Schedule Contract Number: GS-35F-4677G FEDERAL ACQUISTIION SERVICE INFORMATION TECHNOLOGY SCHEDULE PRICELIST GENERAL PURPOSE COMMERCIAL INFORMATION TECHNOLOGY EQUIPMENT Special Item No. 132-8 Purchase of Hardware 132-8 PURCHASE OF EQUIPMENT FSC CLASS 7010 – SYSTEM CONFIGURATION 1. End User Computer / Desktop 2. Professional Workstation 3. Server 4. Laptop / Portable / Notebook FSC CLASS 7-25 – INPUT/OUTPUT AND STORAGE DEVICES 1. Display 2. Network Equipment 3. Storage Devices including Magnetic Storage, Magnetic Tape and Optical Disk NCS TECHNOLOGIES, INC. 7669 Limestone Drive Gainesville, VA 20155-4038 Tel: (703) 621-1700 Fax: (703) 621-1701 Website: www.ncst.com Contract Number: GS-35F-4677G – Option Year 3 Period Covered by Contract: May 15, 1997 through May 14, 2017 GENERAL SERVICE ADMINISTRATION FEDERAL ACQUISTIION SERVICE Products and ordering information in this Authorized FAS IT Schedule Price List is also available on the GSA Advantage! System. Agencies can browse GSA Advantage! By accessing GSA’s Home Page via Internet at www.gsa.gov. TABLE OF CONTENTS INFORMATION FOR ORDERING OFFICES ............................................................................................................................................................................................................................... TC-1 SPECIAL NOTICE TO AGENCIES – SMALL BUSINESS PARTICIPATION 1. Geographical Scope of Contract ............................................................................................................................................................................................................................. -
First Person Shooting (FPS) Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 04 | Apr-2018 www.irjet.net p-ISSN: 2395-0072 Thunder Force - First Person Shooting (FPS) Game Swati Nadkarni1, Panjab Mane2, Prathamesh Raikar3, Saurabh Sawant4, Prasad Sawant5, Nitesh Kuwalekar6 1 Head of Department, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 2 Assistant Professor, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 3,4,5,6 B.E. student, Department of Information Technology, Shah & Anchor Kutchhi Engineering College ----------------------------------------------------------------***----------------------------------------------------------------- Abstract— It has been found in researches that there is an have challenged hardware development, and multiplayer association between playing first-person shooter video games gaming has been integral. First-person shooters are a type of and having superior mental flexibility. It was found that three-dimensional shooter game featuring a first-person people playing such games require a significantly shorter point of view with which the player sees the action through reaction time for switching between complex tasks, mainly the eyes of the player character. They are unlike third- because when playing fps games they require to rapidly react person shooters in which the player can see (usually from to fast moving visuals by developing a more responsive mind behind) the character they are controlling. The primary set and to shift back and forth between different sub-duties. design element is combat, mainly involving firearms. First person-shooter games are also of ten categorized as being The successful design of the FPS game with correct distinct from light gun shooters, a similar genre with a first- direction, attractive graphics and models will give the best person perspective which uses light gun peripherals, in experience to play the game. -
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 Professional Graphics Solutions | Line Card
PROFEssional GRAPHICS Solutions | MOBILE | LINE Card | JUN17 NVIDIA® Quadro® GPUs power the world’s most advanced mobile workstations and new form-factor devices to meet the visual computing needs of professionals across a range of industries. Creative and technical users can work with the largest and most complex designs, render the most detailed photo-realistic imagery, and develop the most intricate and lifelike VR experiences on-the-go. The latest NVIDIA Pascal based products build on the industry-leading Maxwell lineup with up to three times the graphics performance, twice the memory and nearly twice the compute power, enabling professionals to enjoy NVIDIA PROFESSIONAL desktop-level performance and capabilities on a mobile device. NVIDIA Quadro GPUs GRAPHICS SOLUTIONS give you the ultimate creative freedom, by providing the most powerful visual computing capabilities anywhere you want to work. Quadro mobile solutions are designed and built specifically for artists, designers, and engineers, NVIDIA Quadro GPUs power more than 100 professional applications across a broad range of industries, including Adobe® Creative Cloud, Avid Media Composer, Autodesk Suites, Dassault Systemes, CATIA and SOLIDWORKS, Siemens NX, PTC Creo, and many more. PROFESSIONAL GRAPHICS PROFESSIONAL CARD LINE SOLUTIONS GPU SPECIFICATIONS PERFORMANCE OPTIONS 1 2 NVIDIA CUDA NVIDIA CUDA Cores Processing GPU Memory Memory Bandwidth Memory Type Memory Interface TGP Max Power Consumption Display Port OpenGL Shader Model DirectX PCIe Generation Floating-Point Performance -
Directx ® Ray Tracing
DIRECTX® RAYTRACING 1.1 RYS SOMMEFELDT INTRO • DirectX® Raytracing 1.1 in DirectX® 12 Ultimate • AMD RDNA™ 2 PC performance recommendations AMD PUBLIC | DirectX® 12 Ultimate: DirectX Ray Tracing 1.1 | November 2020 2 WHAT IS DXR 1.1? • Adds inline raytracing • More direct control over raytracing workload scheduling • Allows raytracing from all shader stages • Particularly well suited to solving secondary visibility problems AMD PUBLIC | DirectX® 12 Ultimate: DirectX Ray Tracing 1.1 | November 2020 3 NEW RAY ACCELERATOR AMD PUBLIC | DirectX® 12 Ultimate: DirectX Ray Tracing 1.1 | November 2020 4 DXR 1.1 BEST PRACTICES • Trace as few rays as possible to achieve the right level of quality • Content and scene dependent techniques work best • Positive results when driving your raytracing system from a scene classifier • 1 ray per pixel can generate high quality results • Especially when combined with techniques and high quality denoising systems • Lets you judiciously spend your ray tracing budget right where it will pay off AMD PUBLIC | DirectX® 12 Ultimate: DirectX Ray Tracing 1.1 | November 2020 5 USING DXR 1.1 TO TRACE RAYS • DXR 1.1 lets you call TraceRay() from any shader stage • Best performance is found when you use it in compute shaders, dispatched on a compute queue • Matches existing asynchronous compute techniques you’re already familiar with • Always have just 1 active RayQuery object in scope at any time AMD PUBLIC | DirectX® 12 Ultimate: DirectX Ray Tracing 1.1 | November 2020 6 RESOURCE BALANCING • Part of our ray tracing system -
Data Sheet: Quadro GV100
REINVENTING THE WORKSTATION WITH REAL-TIME RAY TRACING AND AI NVIDIA QUADRO GV100 The Power To Accelerate AI- FEATURES > Four DisplayPort 1.4 Enhanced Workflows Connectors3 The NVIDIA® Quadro® GV100 reinvents the workstation > DisplayPort with Audio to meet the demands of AI-enhanced design and > 3D Stereo Support with Stereo Connector3 visualization workflows. It’s powered by NVIDIA Volta, > NVIDIA GPUDirect™ Support delivering extreme memory capacity, scalability, and > NVIDIA NVLink Support1 performance that designers, architects, and scientists > Quadro Sync II4 Compatibility need to create, build, and solve the impossible. > NVIDIA nView® Desktop SPECIFICATIONS Management Software GPU Memory 32 GB HBM2 Supercharge Rendering with AI > HDCP 2.2 Support Memory Interface 4096-bit > Work with full fidelity, massive datasets 5 > NVIDIA Mosaic Memory Bandwidth Up to 870 GB/s > Enjoy fluid visual interactivity with AI-accelerated > Dedicated hardware video denoising encode and decode engines6 ECC Yes NVIDIA CUDA Cores 5,120 Bring Optimal Designs to Market Faster > Work with higher fidelity CAE simulation models NVIDIA Tensor Cores 640 > Explore more design options with faster solver Double-Precision Performance 7.4 TFLOPS performance Single-Precision Performance 14.8 TFLOPS Enjoy Ultimate Immersive Experiences Tensor Performance 118.5 TFLOPS > Work with complex, photoreal datasets in VR NVIDIA NVLink Connects 2 Quadro GV100 GPUs2 > Enjoy optimal NVIDIA Holodeck experience NVIDIA NVLink bandwidth 200 GB/s Realize New Opportunities with AI -
Visualization Tools and Trends a Resource Tour the Obligatory Disclaimer
Visualization Tools and Trends A resource tour The obligatory disclaimer This presentation is provided as part of a discussion on transportation visualization resources. The Atlanta Regional Commission (ARC) does not endorse nor profit, in whole or in part, from any product or service offered or promoted by any of the commercial interests whose products appear herein. No funding or sponsorship, in whole or in part, has been provided in return for displaying these products. The products are listed herein at the sole discretion of the presenter and are principally oriented toward transportation practitioners as well as graphics and media professionals. The ARC disclaims and waives any responsibility, in whole or in part, for any products, services or merchandise offered by the aforementioned commercial interests or any of their associated parties or entities. You should evaluate your own individual requirements against available resources when establishing your own preferred methods of visualization. What is Visualization • As described on Wikipedia • Illustration • Information Graphics – visual representations of information data or knowledge • Mental Image – imagination • Spatial Visualization – ability to mentally manipulate 2dimensional and 3dimensional figures • Computer Graphics • Interactive Imaging • Music visual IEEE on Visualization “Traditionally the tool of the statistician and engineer, information visualization has increasingly become a powerful new medium for artists and designers as well. Owing in part to the mainstreaming -
Advanced Computer Graphics to Do Motivation Real-Time Rendering
To Do Advanced Computer Graphics § Assignment 2 due Feb 19 § Should already be well on way. CSE 190 [Winter 2016], Lecture 12 § Contact us for difficulties etc. Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation Real-Time Rendering § Today, create photorealistic computer graphics § Goal: interactive rendering. Critical in many apps § Complex geometry, lighting, materials, shadows § Games, visualization, computer-aided design, … § Computer-generated movies/special effects (difficult or impossible to tell real from rendered…) § Until 10-15 years ago, focus on complex geometry § CSE 168 images from rendering competition (2011) § § But algorithms are very slow (hours to days) Chasm between interactivity, realism Evolution of 3D graphics rendering Offline 3D Graphics Rendering Interactive 3D graphics pipeline as in OpenGL Ray tracing, radiosity, photon mapping § Earliest SGI machines (Clark 82) to today § High realism (global illum, shadows, refraction, lighting,..) § Most of focus on more geometry, texture mapping § But historically very slow techniques § Some tweaks for realism (shadow mapping, accum. buffer) “So, while you and your children’s children are waiting for ray tracing to take over the world, what do you do in the meantime?” Real-Time Rendering SGI Reality Engine 93 (Kurt Akeley) Pictures courtesy Henrik Wann Jensen 1 New Trend: Acquired Data 15 years ago § Image-Based Rendering: Real/precomputed images as input § High quality rendering: ray tracing, global illumination § Little change in CSE 168 syllabus, from 2003 to -
NVIDIA Quadro P4000
NVIDIA Quadro P4000 GP104 1792 112 64 8192 MB GDDR5 256 bit GRAPHICS PROCESSOR CORES TMUS ROPS MEMORY SIZE MEMORY TYPE BUS WIDTH The Quadro P4000 is a professional graphics card by NVIDIA, launched in February 2017. Built on the 16 nm process, and based on the GP104 graphics processor, the card supports DirectX 12.0. The GP104 graphics processor is a large chip with a die area of 314 mm² and 7,200 million transistors. Unlike the fully unlocked GeForce GTX 1080, which uses the same GPU but has all 2560 shaders enabled, NVIDIA has disabled some shading units on the Quadro P4000 to reach the product's target shader count. It features 1792 shading units, 112 texture mapping units and 64 ROPs. NVIDIA has placed 8,192 MB GDDR5 memory on the card, which are connected using a 256‐bit memory interface. The GPU is operating at a frequency of 1227 MHz, which can be boosted up to 1480 MHz, memory is running at 1502 MHz. We recommend the NVIDIA Quadro P4000 for gaming with highest details at resolutions up to, and including, 5760x1080. Being a single‐slot card, the NVIDIA Quadro P4000 draws power from 1x 6‐pin power connectors, with power draw rated at 105 W maximum. Display outputs include: 4x DisplayPort. Quadro P4000 is connected to the rest of the system using a PCIe 3.0 x16 interface. The card measures 241 mm in length, and features a single‐slot cooling solution. Graphics Processor Graphics Card GPU Name: GP104 Released: Feb 6th, 2017 Architecture: Pascal Production Active Status: Process Size: 16 nm Bus Interface: PCIe 3.0 x16 Transistors: 7,200