GPU Computing Will Ramey | Sr
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Product Catalogue 2020 Contents
PRODUCT CATALOGUE 2020 CONTENTS 04 Our Story 44 EGO Power+ Multi-Tool 08 The EGO Power+ System 56 EGO Power+ Mowers 12 EGO Power+ Warranties 64 EGO Power+ Line Trimmers & Brush Cutter 14 EGO Power+ Batteries & Chargers 72 EGO Power+ Hedge Trimmers 25 EGO Power+ vs. Petrol 78 EGO Power+ Shrub / Grass Shears 30 EGO Power+ Professional-X Range 80 EGO Power+ Chainsaws 36 EGO Power+ Professional-X Line Trimmers / Brush Cutters 86 EGO Power+ Blowers 38 EGO Power+ Professional-X Rotocut 94 EGO Power+ Accessories 40 EGO Power+ Professional-X Hedge Trimmers 99 EGO Power+ Product Features 42 EGO Power+ Professional-X Blower 2 | CONTENTS CONTENTS | 3 Challenge 2025 is our commitment to changing the future of gardening for the better. People use their tools to improve the environment around them, so why use petrol – a power source that will ultimately destroy the atmosphere? We believe that the future for outdoor power equipment is battery powered, and we want you to join us in making battery the number one choice within five short years. The time has come to take up the challenge, and together, create a cleaner, quieter and safer future. EGO is part of a global manufacturing business Our commitment to a 2-megawatt photovoltaic power station. Known as established in 1993, employing over 7,000 a greener environment ‘The Blue Roof’ the power this generates, year-on-year, OUR people and producing over 10 million units each saves the equivalent of 755 tonnes of coal, as well as year, which are sold in over 30,000 outlets in EGO’s commitment to innovation is driven by a cutting Sulphur Dioxide emissions by 50 tonnes and STORY 65 countries worldwide. -
Comparison of Technologies for General-Purpose Computing on Graphics Processing Units
Master of Science Thesis in Information Coding Department of Electrical Engineering, Linköping University, 2016 Comparison of Technologies for General-Purpose Computing on Graphics Processing Units Torbjörn Sörman Master of Science Thesis in Information Coding Comparison of Technologies for General-Purpose Computing on Graphics Processing Units Torbjörn Sörman LiTH-ISY-EX–16/4923–SE Supervisor: Robert Forchheimer isy, Linköpings universitet Åsa Detterfelt MindRoad AB Examiner: Ingemar Ragnemalm isy, Linköpings universitet Organisatorisk avdelning Department of Electrical Engineering Linköping University SE-581 83 Linköping, Sweden Copyright © 2016 Torbjörn Sörman Abstract The computational capacity of graphics cards for general-purpose computing have progressed fast over the last decade. A major reason is computational heavy computer games, where standard of performance and high quality graphics con- stantly rise. Another reason is better suitable technologies for programming the graphics cards. Combined, the product is high raw performance devices and means to access that performance. This thesis investigates some of the current technologies for general-purpose computing on graphics processing units. Tech- nologies are primarily compared by means of benchmarking performance and secondarily by factors concerning programming and implementation. The choice of technology can have a large impact on performance. The benchmark applica- tion found the difference in execution time of the fastest technology, CUDA, com- pared to the slowest, OpenCL, to be twice a factor of two. The benchmark applica- tion also found out that the older technologies, OpenGL and DirectX, are compet- itive with CUDA and OpenCL in terms of resulting raw performance. iii Acknowledgments I would like to thank Åsa Detterfelt for the opportunity to make this thesis work at MindRoad AB. -
View the Manual
A Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. © 2019 The Codemasters Software Company Limited (“Codemasters”). All rights reserved. “Codemasters”®, “EGO”®, the Codemasters logo and “Grid”® are registered trademarks owned by Codemasters. “RaceNet”™ is a trademark of Codemasters. All rights reserved. Uses Bink Video. Copyright © 1997-2019 by RAD Game Tools, Inc. Powered by Wwise © 2006 - 2019 Audiokinetic Inc. All rights reserved. Ogg Vorbis Libraries © 2019, Xiph.Org Foundation. Portions of this software are copyright ©2019 The FreeType Project (www.freetype.org). All rights reserved. All other copyrights or trademarks are the property of their respective owners and are being used under license. -
Architecture and Implementation of the System for Serious Games in Unity 3D
Architecture and implementation of the system for serious games in Unity 3D Master Thesis Aleksei Penzentcev Brno, May 2015 Declaration Hereby I declare, that this paper is my original authorial work, which I have worked out by my own. All sources, references and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Aleksei Penzentcev Advisor: RNDr. Barbora Kozliková, Ph.D. ii Acknowledgement I would like to thank my supervisor RNDr. Barbora Kozliková, Ph.D. for the opportunity to participate in the project of Department of Computer Graphics and Design, for her consultation and comments during the work on the thesis. Also I would like to thank Mgr. Jiří Chmelík, Ph.D. for the technical support and leading the mother project for my thesis called Newron1 and to all people participated in this project for inspiring communication and contribution to it. 1 http://www.newron.cz iii Abstract This thesis describes a way of designing architecture for a serious game in Unity 3D environment and implementation of interaction with the game via Kinect device. The architecture is designed using event-based system which makes easier adding new components into the game including support of other devices. The thesis describes main approaches used for creation of such system. The mini-game “Tower of Hanoi” is implemented as an example of usage event-based system. iv Keywords Unity 3D, game architecture, events, C#, game, game engines, Kinect, Tower of Hanoi, gestures recognition, patterns, singleton, observer, SortedList. v Contents 1 Introduction .................................................................................................... 5 2 Overview ....................................................................................................... -
Designing Together Apart Computer Supported Collaborative Design in Architecture
Thomas Kvan M A (Cantab), M Arch (Calif) Designing Together Apart Computer Supported Collaborative Design in Architecture Submitted for the degree of Doctor of Philosophy The Open University Milton Keynes England Discipline Design and Innovation Submitted: December 1998 Revised: June 1999 DESIGNING TOGETHER APART i ABSTRACT .................................................................................................................................. VI ACKNOWLEDGEMENTS ........................................................................................................VII PUBLISHED WORK................................................................................................................ VIII ACRONYMS................................................................................................................................. IX 1 INTRODUCTION...................................................................................................................1 1.1 PROPOSITION OF THIS THESIS..............................................................................................6 1.2 STRUCTURE OF THE THESIS.................................................................................................9 2 DESIGNING TOGETHER APART ...................................................................................10 2.1 AN OVERVIEW ..................................................................................................................12 2.1.1 Technology in practices...........................................................................................14 -
The Relations Between Perceived Parent, Coach, and Peer Created
THE RELATIONS BETWEEN PERCEIVED PARENT, COACH, AND PEER CREATED MOTIVATIONAL CLIMATES, GOAL ORIENTATIONS, AND MENTAL TOUGHNESS IN HIGH SCHOOL VARSITY ATHLETES Nicholas M. Beck Dissertation Prepared for the Degree of DOCTOR OF PHILOSOPHY UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: Trent A. Petrie, Major Professor Scott Martin, Committee Member Edward Watkins, Committee Member Camilo Ruggero, Committee Member Vicki Campbell, Chair of the Department of Psychology Mark Wardell, Dean of the Toulouse Graduate School Beck, Nicholas M. The Relations between Perceived Parent, Coach, and Peer Created Motivational Climates, Goal Orientations, and Mental Toughness in High School Varsity Athletes. Doctor of Philosophy (Counseling Psychology), August 2014, 91 pp., 3 tables, 2 figures, references, 130 titles. Determining the factors that contribute to mental toughness development in athletes has become a focus for researchers as coaches, athletes, and others extol its influence on performance success. In this study we examined a model of mental toughness development based on achievement goal theory, assessing the relations between motivational climates, goal orientations, and mental toughness. Five hundred ninety-nine varsity athletes, representing 13 different sports from six different high schools in a southwestern United States school district, participated in the study. Athletes completed self-report measures assessing parent, peer, and coach motivational climates, goal orientations, and their mental toughness. Initially, I examined the measurement model and found it fit the data well both in the exploratory (SRMR = .06; CFI = .94) and confirmatory (SRMR = .06; CFI = .95) samples. Second, the structural model was examined and found to fit the data well in both the exploratory (SRMR = .08; CFI = .93) and confirmatory samples (SRMR = .07, CFI = .95). -
A Qualitative Comparison Study Between Common GPGPU Frameworks
A Qualitative Comparison Study Between Common GPGPU Frameworks. Adam Söderström Department of Computer and Information Science Linköping University This dissertation is submitted for the degree of M. Sc. in Media Technology and Engineering June 2018 Acknowledgements I would like to acknowledge MindRoad AB and Åsa Detterfelt for making this work possible. I would also like to thank Ingemar Ragnemalm and August Ernstsson at Linköping University. Abstract The development of graphic processing units have during the last decade improved signif- icantly in performance while at the same time becoming cheaper. This has developed a new type of usage of the device where the massive parallelism available in modern GPU’s are used for more general purpose computing, also known as GPGPU. Frameworks have been developed just for this purpose and some of the most popular are CUDA, OpenCL and DirectX Compute Shaders, also known as DirectCompute. The choice of what framework to use may depend on factors such as features, portability and framework complexity. This paper aims to evaluate these concepts, while also comparing the speedup of a parallel imple- mentation of the N-Body problem with Barnes-hut optimization, compared to a sequential implementation. Table of contents List of figures xi List of tables xiii Nomenclature xv 1 Introduction1 1.1 Motivation . .1 1.2 Aim . .3 1.3 Research questions . .3 1.4 Delimitations . .4 1.5 Related work . .4 1.5.1 Framework comparison . .4 1.5.2 N-Body with Barnes-Hut . .5 2 Theory9 2.1 Background . .9 2.1.1 GPGPU History . 10 2.2 GPU Architecture . -
Gpgpu Processing in Cuda Architecture
Advanced Computing: An International Journal ( ACIJ ), Vol.3, No.1, January 2012 GPGPU PROCESSING IN CUDA ARCHITECTURE Jayshree Ghorpade 1, Jitendra Parande 2, Madhura Kulkarni 3, Amit Bawaskar 4 1Departmentof Computer Engineering, MITCOE, Pune University, India [email protected] 2 SunGard Global Technologies, India [email protected] 3 Department of Computer Engineering, MITCOE, Pune University, India [email protected] 4Departmentof Computer Engineering, MITCOE, Pune University, India [email protected] ABSTRACT The future of computation is the Graphical Processing Unit, i.e. the GPU. The promise that the graphics cards have shown in the field of image processing and accelerated rendering of 3D scenes, and the computational capability that these GPUs possess, they are developing into great parallel computing units. It is quite simple to program a graphics processor to perform general parallel tasks. But after understanding the various architectural aspects of the graphics processor, it can be used to perform other taxing tasks as well. In this paper, we will show how CUDA can fully utilize the tremendous power of these GPUs. CUDA is NVIDIA’s parallel computing architecture. It enables dramatic increases in computing performance, by harnessing the power of the GPU. This paper talks about CUDA and its architecture. It takes us through a comparison of CUDA C/C++ with other parallel programming languages like OpenCL and DirectCompute. The paper also lists out the common myths about CUDA and how the future seems to be promising for CUDA. KEYWORDS GPU, GPGPU, thread, block, grid, GFLOPS, CUDA, OpenCL, DirectCompute, data parallelism, ALU 1. INTRODUCTION GPU computation has provided a huge edge over the CPU with respect to computation speed. -
Application of Investigative Psychology to Psychodynamic
APPLICATION OF INVESTIGATIVE PSYCHOLOGY TO PSYCHODYNAMIC AND HUMAN DEVELOPMENT THEORIES: EXAMINING TRAITS AND TYPOLOGIES OF SERIAL KILLERS BY JORDYN SMITH A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in Forensic Psychology California Baptist University School of Behavioral Sciences 2018 i ii SCHOOL OF BEHAVIORAL SCIENCES The thesis of Jordyn Smith, “Application of Investigative Psychology to Psychodynamic and Human Development Theories: Examining Traits and Typologies of Serial Killers,” approved by her Committee, has been accepted and approved by the Faculty of the School of Behavioral Sciences, in partial fulfillment of the requirements for the degree of Master of Arts in Forensic Psychology. Thesis Committee: _____________________________ Anne-Marie Larsen, Ph.D., Associate Professor _____________________________ Jenny E. Aguilar, PsyD., Director, Assistant Professor Committee Chairperson April 27, 2018 iii DEDICATION To my husband, son and dog. Your continuous encouragement and loving support throughout my educational endeavors transformed my dreams into a reality. iv ACKNOWLEDGMENTS I would like to acknowledge Dr. Jenny Aguilar and Dr. Anne- Marie Larsen for believing in my study and having patience with my countless inquiries. I would also like to acknowledge my parents, mother-in-law and father-in-law, and sister for allowing me time to study and attend class without worrying about my son. Lastly, I would like to acknowledge California Baptist University for giving me this opportunity. v ABSTRACT OF THE THESIS Application of Investigative Psychology to Psychodynamic and Human Development Theories: Examining Traits and Typologies of Serial Killers by Jordyn Smith School of Behavioral Sciences Jenny E. Aguilar, PsyD. -
Reflection and Expression in an Ego-Shooter Environment
Reflection and expression in an ego-shooter environment Maia Engeli Technical Ontwerp & Informatica, Architecture, University of Plymouth, UK [email protected] This paper is about editing ego-shooter games to elaborate and express ideas by means of virtual spaces. Ego- shooter games were chosen because they are a popular media and offer different possibilities for their alteration. The interesting and most challenging aspect is the search for new kinds of designs for the dynamic virtual space of the game environments. Examples from art and workshops with architecture students illustrate these explorations. Computer Games, Virtual Reality, Virtual Architecture, Digital Messages. Introduction Ego-shooter games are a popular kind of multi-user virtual reality environment. Reasons for their popularity include the attractiveness of game itself, the fact that they are relatively cheep, mostly open- source, their vivid online community exchanging information on every aspect of the game, and the possibilities to creatively expand the game. Ego-shooter games combine entertainment and participation, popularity and creativity, and the potential for “spontaneous networks” (Jahrmann / Moswitzer 2003). For these reasons ego-shooter games can serve as an appropriate means to explore architectonic interests in virtual reality. The virtual imagery and the virtual body motion in ego-shooter games have a particular and narrow ranged typology. But there is a modern quality to the way space is read by the player from his or her first- person (=ego) perspective. The player’s perception of the dynamic scenery focuses on the moving parts, which have to be categorized immediately into threatening or non-threatening object, enemy, friend, or neutral being. -
Pny-Nvidia-Quadro-P2200.Pdf
UNMATCHED POWER. UNMATCHED CREATIVE FREEDOM. NVIDIA® QUADRO® P2200 Power and Performance in a Compact FEATURES Form Factor. > Four DisplayPort 1.4 1 The Quadro P2200 is the perfect balance of Connectors performance, compelling features, and compact > DisplayPort with Audio form factor delivering incredible creative > NVIDIA nView™ Desktop experience and productivity across a variety of Management Software professional 3D applications. It features a Pascal > HDCP 2.2 Support GPU with 1280 CUDA cores, large 5 GB GDDR5X > NVIDIA Mosaic2 on-board memory, and the power to drive up to four PNY PART NUMBER VCQP2200-SB > NVIDIA Iray and 5K (5120x2880 @ 60Hz) displays natively. Accelerate SPECIFICATIONS MentalRay Support product development and content creation GPU Memory 5 GB GDDR5X workflows with a GPU that delivers the fluid PACKAGE CONTENTS Memory Interface 160-bit interactivity you need to work with large scenes and > NVIDIA Quadro P2200 Memory Bandwidth Up to 200 GB/s models. Professional Graphics NVIDIA CUDA® Cores 1280 Quadro cards are certified with a broad range of board System Interface PCI Express 3.0 x16 sophisticated professional applications, tested by WARRANTY AND Max Power Consumption 75 W leading workstation manufacturers, and backed by SUPPORT a global team of support specialists. This gives you Thermal Solution Active > 3-Year Warranty the peace of mind to focus on doing your best work. Form Factor 4.4” H x 7.9” L, Single Slot Whether you’re developing revolutionary products > Pre- and Post-Sales or telling spectacularly vivid visual stories, Quadro Technical Support Display Connectors 4x DP 1.4 gives you the performance to do it brilliantly. -
Gainward GT 440 1GB DVI HDMI
Gainward GT 440 1GB DVI HDMI GPU Core Memory Capacity Type Outputs GT 440 810 MHz 1600 MHz 1024 MB GDDR5 / 128 bits DVI, VGA, HDMI PRODUCT SPECIFICATIONS CHIPSET SPECIFICATIONS BUNDLED ACCESSORIES TM z Superior Hardware Design z NVIDIA GeForce GT 440 • Gainward QuickStart Manual z Gainward’s award winning High-Performance/ z Microsoft DirectX 11 Support: DirectX 11 Wide-BandwidthTM hardware design powered GPU with Shader Model 5.0 support by NVIDIA’s GeForceTM GT 440 GPU (40nm) designed for ultra high performance in the integrating 1024MB/128bits high-speed new API’s key graphics feature, GPU- GDDR5 memory which offers enhanced, accelerated tessellation. leading-edge performance for the 3D TM z NVIDIA PhysX : Full support for NVIDIA enthusiasts. PhysX technology, enabling a totally new z 810MHz core clock, 1600MHz (DDR 3200 class of physical gaming interaction for a memory clock. more dynamic and realistic experience with • Driver CD and Application S/W GeForce. z High performance 2-slot cooler. TM Driver for Windows 7/Vista/XP z NVIDIA CUDA Technology: CUDA z DVI (resolution support up to 2560x1600), technology unlocks the power of the GPU’s VGA and HDMI support. processor cores to accelerate the most demanding system tasks such as video z Full integrated support for HDMI 1.4a transcoding, physics simulation, ray tracing including xvYCC, Deep color and 7.1 digital and more, delivering incredible performance surround sound. over traditional CPUs. z Dual-link HDCP Capable: Designed to z Microsoft Windows 7 Support: Windows 7 meet the output protection management is the next generation operating system that (HDCP) and security specifications of the will mark a dramatic improvement in the way Blu-ray Disc formats, allowing the playback the OS takes advantage of the GPU to of encrypted movie content on PCs when provide a more compelling user experience.