Nvidia Corporation 2016 Annual Report
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Realityserver Installation Guide
RealityServer Êc Web Services 3.1 Installation Guide Document version 1.28 December 8, 2010 Installation Guide Copyright Information c 1986, 2011 NVIDIA Corporation. All rights reserved. This document is protected under copyright law. The contents of this document may not be translated, copied or duplicated in any form, in whole or in part, without the express written permission of NVIDIA Corporation. The information contained in this document is subject to change without notice. NVIDIA Corporation and its employees shall not be responsible for incidental or consequential damages resulting from the use of this material or liable for technical or editorial omissions made herein. NVIDIA, the NVIDIA logo, and DiCE, imatter, iray, mental cloud, mental images, mental matter, mental mesh, mental mill, mental queue, mental ray, Metanode, MetaSL, neuray, Phenomenon, RealityDesigner, RealityPlayer, RealityServer, rendering imagination visible, Shape-By-Shading, and SPM, are trademarks and/or registered trademarks of NVIDIA Corporation. Other product names mentioned in this document may be trademarks or registered trademarks of their respective companies and are hereby acknowledged. Installation, doc. 1.28 c 1986, 2011 NVIDIA Corporation. Table of Contents Table of Contents System Requirements 1 Memory 1 Processors 1 Graphics Card 1 Operating System 4 Network 4 RealityServer Web Services Installation 5 Firewalls 5 Network Buffers 5 Software Protection Manager (SPM) 5 RealityServer Web Services Networking Setup 6 Network Setup 6 c 1986,2011NVIDIACorporation. Installation,doc. 1.28 i Table of Contents ii Installation, doc. 1.28 c 1986, 2011 NVIDIA Corporation. System Requirements— Graphics Card System Requirements Memory Memory requirements greatly depend on the size of the 3D scene, and the number of different scenes concurrently loaded. -
CUDA Particle-Based Fluid Simulation
CUDA Particle-based Fluid Simulation Simon Green Overview Fluid Simulation Techniques CUDA particle simulation Spatial subdivision techniques Rendering methods Future © NVIDIA Corporation 2008 Fluid Simulation Techniques Various approaches: Grid based (Eulerian) Stable fluids Particle level set Particle based (Lagrangian) SPH (smoothed particle hydrodynamics) MPS (Moving-Particle Semi-Implicit) Height field FFT (Tessendorf) Wave propagation – e.g. Kass and Miller © NVIDIA Corporation 2008 CUDA N-Body Demo Computes gravitational attraction between n bodies Computes all n2 interactions Uses shared memory to reduce memory bandwidth 16K bodies @ 44 FPS x 20 FLOPS / interaction x 16K2 interactions / frame = 240 GFLOP/s GeForce 8800 GTX © NVIDIA Corporation 2008 Particle-based Fluid Simulation Advantages Conservation of mass is trivial Easy to track free surface Only performs computation where necessary Not necessarily constrained to a finite grid Easy to parallelize Disadvantages Hard to extract smooth surface from particles Requires large number of particles for realistic results © NVIDIA Corporation 2008 Particle Fluid Simulation Papers Particle-Based Fluid Simulation for Interactive Applications, M. Müller, 2003 3000 particles, 5fps Particle-based Viscoelastic Fluid Simulation, Clavet et al, 2005 1000 particles, 10fps 20,000 particles, 2 secs / frame © NVIDIA Corporation 2008 CUDA SDK Particles Demo Particles with simple collisions Uses uniform grid based on sorting Uses fast CUDA radix sort Current performance: >100 fps for 65K interacting -
The Growing Importance of Ray Tracing Due to Gpus
NVIDIA Application Acceleration Engines advancing interactive realism & development speed July 2010 NVIDIA Application Acceleration Engines A family of highly optimized software modules, enabling software developers to supercharge applications with high performance capabilities that exploit NVIDIA GPUs. Easy to acquire, license and deploy (most being free) Valuable features and superior performance can be quickly added App’s stay pace with GPU advancements (via API abstraction) NVIDIA Application Acceleration Engines PhysX physics & dynamics engine breathing life into real-time 3D; Apex enabling 3D animators CgFX programmable shading engine enhancing realism across platforms and hardware SceniX scene management engine the basis of a real-time 3D system CompleX scene scaling engine giving a broader/faster view on massive data OptiX ray tracing engine making ray tracing ultra fast to execute and develop iray physically correct, photorealistic renderer, from mental images making photorealism easy to add and produce © 2010 Application Acceleration Engines PhysX • Streamlines the adoption of latest GPU capabilities, physics & dynamics getting cutting-edge features into applications ASAP, CgFX exploiting the full power of larger and multiple GPUs programmable shading • Gaining adoption by key ISVs in major markets: SceniX scene • Oil & Gas Statoil, Open Inventor management • Design Autodesk, Dassault Systems CompleX • Styling Autodesk, Bunkspeed, RTT, ICIDO scene scaling • Digital Content Creation Autodesk OptiX ray tracing • Medical Imaging N.I.H iray photoreal rendering © 2010 Accelerating Application Development App Example: Auto Styling App Example: Seismic Interpretation 1. Establish the Scene 1. Establish the Scene = SceniX = SceniX 2. Maximize interactive 2. Maximize data visualization quality + quad buffered stereo + CgFX + OptiX + volume rendering + ambient occlusion 3. -
NVIDIA Physx SDK EULA
NVIDIA CORPORATION NVIDIA® PHYSX® SDK END USER LICENSE AGREEMENT Welcome to the new world of reality gaming brought to you by PhysX® acceleration from NVIDIA®. NVIDIA Corporation (“NVIDIA”) is willing to license the PHYSX SDK and the accompanying documentation to you only on the condition that you accept all the terms in this License Agreement (“Agreement”). IMPORTANT: READ THE FOLLOWING TERMS AND CONDITIONS BEFORE USING THE ACCOMPANYING NVIDIA PHYSX SDK. IF YOU DO NOT AGREE TO THE TERMS OF THIS AGREEMENT, NVIDIA IS NOT WILLING TO LICENSE THE PHYSX SDK TO YOU. IF YOU DO NOT AGREE TO THESE TERMS, YOU SHALL DESTROY THIS ENTIRE PRODUCT AND PROVIDE EMAIL VERIFICATION TO [email protected] OF DELETION OF ALL COPIES OF THE ENTIRE PRODUCT. NVIDIA MAY MODIFY THE TERMS OF THIS AGREEMENT FROM TIME TO TIME. ANY USE OF THE PHYSX SDK WILL BE SUBJECT TO SUCH UPDATED TERMS. A CURRENT VERSION OF THIS AGREEMENT IS POSTED ON NVIDIA’S DEVELOPER WEBSITE: www.developer.nvidia.com/object/physx_eula.html 1. Definitions. “Licensed Platforms” means the following: - Any PC or Apple Mac computer with a NVIDIA CUDA-enabled processor executing NVIDIA PhysX; - Any PC or Apple Mac computer running NVIDIA PhysX software executing on the primary central processing unit of the PC only; - Any PC utilizing an AGEIA PhysX processor executing NVIDIA PhysX code; - Microsoft XBOX 360; - Nintendo Wii; and/or - Sony Playstation 3 “Physics Application” means a software application designed for use and fully compatible with the PhysX SDK and/or NVIDIA Graphics processor products, including but not limited to, a video game, visual simulation, movie, or other product. -
Jen-Hsun Huang, Co-Founder & Ceo, Nvidia | Gtc China 2016
THE DEEP LEARNING AI REVOLUTION JEN-HSUN HUANG, CO-FOUNDER & CEO, NVIDIA | GTC CHINA 2016 GPU DEEP LEARNING BIG BANG ImageNet Classification with Deep Convolutional Neural Networks Alex Krizhevsky Ilya Sutskever Geoffrey e. Hinton University of Toronto University of Toronto University of Toronto NIPS (2012) Deep Learning NVIDIA GPU GPU DEEP LEARNING ACHIEVES “SUPERHUMAN” RESULTS ImageNet — Accuracy % 96% Human Microsoft, Google 3.5% error rate DL 74% Hand-coded CV 2010 2011 2012 2013 2014 2015 2012: Deep Learning researchers 2015: DNN achieves superhuman 2015: Deep Speech 2 achieves worldwide discover GPUs image recognition superhuman voice recognition NVIDIA — “THE AI COMPUTING COMPANY” GPU Computing Computer Graphics Artificial Intelligence ANNOUNCING NEW GRAPHICS SDKS Ansel Volumetric OptiX 4.0 Mental Ray MDL 1.0 In-game Photography Physical Light Models Multi-GPU Ray-Tracing Now GPU-Accelerated! Physically Based Materials Funhouse VR 360 Video 1.0 Iray VR Remote Rendering GVDB Open Source Real-Time Panoramic VR Photorealistic VR Ray Tracing Video Compositing Sparse Volumes for Special Effects NVIDIA VR FUNHOUSE NVIDIA SILICON VALLEY HEADQUARTERS GTC — 25X GROWTH IN GPU DL DEVELOPERS s 16,000 400,000 55,000 • Higher Ed 35% • Australia • Software 19% • China • Internet 15% • Europe • Auto 10% • India 120,000 • Government 5% • Japan • Medical 4% • Japan 3,700 • Korea 2,200 • Finance 4% • United States • United States • Manufacturing 4% (Silicon Valley, D.C.) 2014 2016 2014 2016 2014 2016 4X Attendees 3X GPU Developers 25x Deep Learning -
Multiprocessing Contents
Multiprocessing Contents 1 Multiprocessing 1 1.1 Pre-history .............................................. 1 1.2 Key topics ............................................... 1 1.2.1 Processor symmetry ...................................... 1 1.2.2 Instruction and data streams ................................. 1 1.2.3 Processor coupling ...................................... 2 1.2.4 Multiprocessor Communication Architecture ......................... 2 1.3 Flynn’s taxonomy ........................................... 2 1.3.1 SISD multiprocessing ..................................... 2 1.3.2 SIMD multiprocessing .................................... 2 1.3.3 MISD multiprocessing .................................... 3 1.3.4 MIMD multiprocessing .................................... 3 1.4 See also ................................................ 3 1.5 References ............................................... 3 2 Computer multitasking 5 2.1 Multiprogramming .......................................... 5 2.2 Cooperative multitasking ....................................... 6 2.3 Preemptive multitasking ....................................... 6 2.4 Real time ............................................... 7 2.5 Multithreading ............................................ 7 2.6 Memory protection .......................................... 7 2.7 Memory swapping .......................................... 7 2.8 Programming ............................................. 7 2.9 See also ................................................ 8 2.10 References ............................................. -
GPU Based Cloud Computing
GPU based cloud computing Dairsie Latimer, Petapath, UK Petapath © NVIDIA Corporation 2010 About Petapath Petapath ! " Founded in 2008 to focus on delivering innovative hardware and software solutions into the high performance computing (HPC) markets ! " Partnered with HP and SGI to deliverer two Petascale prototype systems as part of the PRACE WP8 programme ! " The system is a testbed for new ideas in usability, scalability and efficiency of large computer installations ! " Active in exploiting emerging standards for acceleration technologies and are members of Khronos group and sit on the OpenCL working committee ! " We also provide consulting expertise for companies wishing to explore the advantages offered by heterogeneous systems © NVIDIA Corporation 2010 What is Heterogeneous or GPU Computing? x86 PCIe bus GPU Computing with CPU + GPU Heterogeneous Computing © NVIDIA Corporation 2010 Low Latency or High Throughput? CPU GPU ! " Optimised for low-latency ! " Optimised for data-parallel, access to cached data sets throughput computation ! " Control logic for out-of-order ! " Architecture tolerant of and speculative execution memory latency ! " More transistors dedicated to computation © NVIDIA Corporation 2010 NVIDIA GPU Computing Ecosystem ISV CUDA CUDA TPP / OEM Training Development Company Specialist Hardware GPU Architecture Architect VAR CUDA SDK & Tools Customer Application Customer NVIDIA Hardware Requirements Solutions Hardware Architecture © NVIDIA Corporation 2010 Deployment Science is Desperate for Throughput Gigaflops 1,000,000,000 -
Form 10-K Nvidia Corporation
Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 ____________________________________________________________________________________________ FORM 10-K [x] ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended January 28, 2018 OR [_] TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Commission file number: 0-23985 NVIDIA CORPORATION (Exact name of registrant as specified in its charter) Delaware 94-3177549 (State or other jurisdiction of (I.R.S. Employer Incorporation or Organization) Identification No.) 2788 San Tomas Expressway Santa Clara, California 95051 (408) 486-2000 (Address, including zip code, and telephone number, including area code, of principal executive offices) Securities registered pursuant to Section 12(b) of the Act: Title of each class Name of each exchange on which registered Common Stock, $0.001 par value per share The NASDAQ Global Select Market Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes ý No o Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes o No ý Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
AMD Pcie® ADD-IN BOARD
NVIDIA GT610 PCIe® for passive ADD-IN BOARD Datasheet AEGX-N3A1-01FSS1 CONTENTS 1. Feature .................................................................................................................. 3 2. Functional Overview ............................................................................................. 4 2.1. GPU Block diagram .................................................................................... 4 2.2. GPU ............................................................................................................ 4 2.3. Memory Interface ..................................................................................... 5 2.4. Features and Technologies ....................................................................... 5 2.5. Display Support ......................................................................................... 5 2.6. Digital Audio .............................................................................................. 5 2.7. Video ......................................................................................................... 6 3. PIN Assignment and Description………………………………………………………………………..7 3.1. DVI-I Connector Pinout ............................................................................ .7 3.2. HDMI 1.4a Connector Pinout ................................................................... .8 3.3. VGA Connector Pinout ............................................................................. .9 3.4. VGA Header Pinout ................................................................................ -
NVIDIA Quadro VCA Manager User's and Administrator's Guide
NVIDIA Quadro VCA Manager User's and administrator's guide NVIDIA Advanced Rendering Center Fasanenstraße 81 10623 Berlin Germany phone +49.30.315.99.70 fax +49.30.315.99.733 arc-offi[email protected] Copyright Information © 1986, 2015 NVIDIA ARC GmbH. All rights reserved. This document is protected under copyright law. The contents of this document may not be translated, copied or duplicated in any form, in whole or in part, without the express written permission of NVIDIA ARC GmbH. The information contained in this document is subject to change without notice. NVIDIA ARC GmbH and its employees shall not be responsible for incidental or consequential damages resulting from the use of this material or liable for technical or editorial omissions made herein. NVIDIA and the NVIDIA logo are registered trademarks of NVIDIA Corporation. imatter, IndeX, Iray, mental images, mental ray, and RealityServer are trademarks and/or registered trademarks of NVIDIA ARC GmbH. Other product names mentioned in this document may be trademarks or registered trademarks of their respective companies and are hereby ac- knowledged. Document build number 240329 ii VCA Manager Guide ©1986,2015 NVIDIA ARC GmbH Contents 1 Introduction to VCA Manager......................................... 1 2 Connecting to VCA Manager.......................................... 1 3 Logging in to VCA Manager.......................................... 2 3.1 VCA Manager Login window: Overview............................. 2 3.2 Logging in to VCA Manager: Procedure.............................. 2 4 Reserving VCAs.................................................... 3 4.1 VCA Manager Overview window: Overview.......................... 3 4.1.1 User status.................................................. 4 4.1.2 My Visual Computing Cluster.................................. 5 4.1.3 Visual Computing Appliance Pool............................... 7 4.1.4 Messages.................................................. -
Inside Chips
InsideChips.VenturesTM Tracking Fabless, IP & Design-House Startups Volume 6, Number 5 May 2005 Business Microscope Semiconductor Forecast ... Each year, analyzing capital spending and fab capacity trends, InsideChips bestows a Semiconductor Forecast researching ASIC markets and technologies, and Award to the best analyst forecaster after actual following emerging markets for ICs such as cellular results are posted by the SIA. The purpose of the phones. Feldhan is the founder of SEMICO, one of program is to identify and recognize top analysts the several market research boutiques that spun out whose methodology and experience result in of In-Stat during the 1980s. SEMICO is a consistently accurate forecasting. semiconductor-centric market research firm whose Based on forecasts made in Q4 2003, the award services include consulting, reports, events and for the best semiconductor forecast made by a market newsletters. research firm for 2004 is shared by Bill McClean of The most conservative forecasts for 2004 were IC Insights and Jim Feldhan of SEMICO Research. Both analysts 17%, 18% and 19% made by iSupply, IDC, and SIA, respectively. forecasted +27% growth for 2004, which came in very close to VLSI Research was most optimistic at 32%. The semiconductor the actual +28% growth over 2003 as announced by the forecasts for 2004 average 25.6%. Semiconductor Industry Association. McClean also won This year, the industry has cooled from last year’s double- InsideChips’ forecast award for his semiconductor predictions digit pace. The average forecast compiled from all analysts is a for 2002. modest 1.4%. Prior to forming IC Insights, McClean worked at ICE Readers can view the results of last year’s forecasts on Corporation (acquired by Chipworks). -
Corporate Backgrounder
AGEIA PhysX FAQs for System and Board Partners For use in partner marketing materials KEY QUESTIONS 1: What exactly is the AGEIA PhysX Processor? 2: What is the Gaming Power Triangle? 3: What is physics for gaming? 4: What is a physics processor? 5: What makes the AGEIA PhysX hardware special? 6: Why do I need physics in my game? 7: Isn’t physics just juiced up graphics? 8: Can I get PhysX enabled games today? 9: Why do I need dedicated hardware for physics? 10: How do I get the new AGEIA PhysX processor into my PC? 11: How much does AGEIA PhysX cost? 12: How do games get PhysX-optimized? 13: Do I have to buy new hardware every year just to get new physics features? AGEIA Confidential March 2006 . 1 What exactly is the AGEIA PhysX Processor? The AGEIA PhysX processor is the first dedicated hardware accelerator for PC games that enables dynamic motion and interaction for a totally new gaming experience. Exciting immersive physical gaming feature that you can expect to see in next generation cutting edge titles will include groundbreaking physics features such as: * Explosions that cause dust and collateral debris * Characters with complex, jointed geometries for more life-like motion and interaction * Spectacular new weapons with unpredictable effects * Cloth that drapes and tears the way you expect it to * Lush foliage that sways naturally when brushed against * Dense smoke & fog that billow around objects in motion What is the Gaming Power Triangle The gaming triangle represents the three critical PC processors that enable the best possible gaming experience.