Nvidia Corporation Nvidia Nvidia Corporation 2015 Annual Review Notice of Annual Meeting Proxy Statement and Form 10-K
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Contributors
gems_ch001_fm.qxp 2/23/2004 11:13 AM Page xxxiii Contributors Curtis Beeson, NVIDIA Curtis Beeson moved from SGI to NVIDIA’s Demo Team more than five years ago; he focuses on the art path, the object model, and the DirectX ren- derer of the NVIDIA demo engine. He began working in 3D while attending Carnegie Mellon University, where he generated environments for playback on head-mounted displays at resolutions that left users legally blind. Curtis spe- cializes in the art path and object model of the NVIDIA Demo Team’s scene- graph API—while fighting the urge to succumb to the dark offerings of management in marketing. Kevin Bjorke, NVIDIA Kevin Bjorke works in the Developer Technology group developing and promoting next-generation art tools and entertainments, with a particular eye toward the possibilities inherent in programmable shading hardware. Before joining NVIDIA, he worked extensively in the film, television, and game industries, supervising development and imagery for Final Fantasy: The Spirits Within and The Animatrix; performing numerous technical director and layout animation duties on Toy Story and A Bug’s Life; developing games on just about every commercial platform; producing theme park rides; animating too many TV com- mercials; and booking daytime TV talk shows. He attended several colleges, eventually graduat- ing from the California Institute of the Arts film school. Kevin has been a regular speaker at SIGGRAPH, GDC, and similar events for the past decade. Rod Bogart, Industrial Light & Magic Rod Bogart came to Industrial Light & Magic (ILM) in 1995 after spend- ing three years as a software engineer at Pacific Data Images. -
Nvidia Equity Report
APRIL 2020 NVIDIA EQUITY REPORT By Sanjay Gospodinov Col'23 EQUITY REPORT // APRIL 2020 0 2 NVIDIA REVENUE STREAM NVidia Corp is a technology company based in Santa Clara, Ca with operations worldwide. It is primarily a graphics processing chip manufacturer that makes most of its revenue from the sales of graphics processing units (GPUs), which are used for gaming, professional visualization, and cryptocurrency mining. The Nvidia graphics card, Geforce, is a particularly popular gaming graphics card and as of right now, Nvidia controls 18% of the overall graphics card market and 73% of the discrete GPU market (where the GPU and CPU are separate). Nvidia also produces Quadro, a GPU aimed at professional graphics content designers. They additionally make Tesla (no relation to the car maker), which is a GPU accelerator that runs simulations, deep learning algorithms, and is primarily marketed towards AI data scientists and big data research. Lastly, this segment of NVidia also makes GRID, a product designed for cloud-based streaming. This reportable segment, which almost entirely sells GPUs, makes up 86.7% of Nvidia's revenue. TEGRA SEGMENT AND OPPORTUNITY FOR GROWTH The other reportable segment of Nvidia is Tegra, which combines a GPU and CPU onto one chip. This product is made to support online gaming, entertainment devices, drones, and self-driving cars. This segment of Nvidia's business is relatively new and only produced about 13% of the company's revenue in 2019. However, the opportunity for growth is tremendous here as, in early 2015, Nvidia partnered with Uber to expand in the self-driving car sector. -
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 -
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. -
The Conference Program Booklet
Austin Convention Center Conference Austin, TX Program http://sc15.supercomputing.org/ Conference Dates: Exhibition Dates: The International Conference for High Performance Nov. 15 - 20, 2015 Nov. 16 - 19, 2015 Computing, Networking, Storage and Analysis Sponsors: SC15.supercomputing.org SC15 • Austin, Texas The International Conference for High Performance Computing, Networking, Storage and Analysis Sponsors: 3 Table of Contents Welcome from the Chair ................................. 4 Papers ............................................................... 68 General Information ........................................ 5 Posters Research Posters……………………………………..88 Registration and Conference Store Hours ....... 5 ACM Student Research Competition ........ 114 Exhibit Hall Hours ............................................. 5 Posters SC15 Information Booth/Hours ....................... 5 Scientific Visualization/ .................................... 120 Data Analytics Showcase SC16 Preview Booth/Hours ............................. 5 Student Programs Social Events ..................................................... 5 Experiencing HPC for Undergraduates ...... 122 Registration Pass Access .................................. 7 Mentor-Protégé Program .......................... 123 Student Cluster Competition Kickoff ......... 123 SCinet ............................................................... 8 Student-Postdoc Job & ............................. 123 Convention Center Maps ................................. 12 Opportunity Fair Daily Schedules -
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, -
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 ............................................. -
Module: Introduction
CDP 2015 Climate Change 2015 Information Request CDP NVIDIA Corporation Module: Introduction Page: Introduction CC0.1 Introduction Please give a general description and introduction to your organization. NVIDIA is the world leader in visual computing. The GPU, which we invented in 1999, serves as the visual cortex of modern computers and is at the heart of our products and services. Our work opens up new universes to explore, enables amazing creativity and discovery, and powers what were once science fiction inventions like self-learning machines and self-driving cars. NVIDIA focuses on serving large markets where visual computing is essential. For each, we offer a platform of processors, software, systems and services. We innovate across PC, data center and mobile technologies. And our inventions power the products of OEMs across industries. GeForce GTX, our GPU brand for PC gamers, is the world’s largest gaming platform, with 200 million users. In conjunction with GeForce Experience, an application that configures games to run optimally and tunes a PC’s performance continually, GeForce GPUs transform everyday PCs into powerful gaming machines. SHIELD, NVIDIA’s first living-room entertainment device, will change the way people enjoy entertainment at home. The world’s first 4K Android TV, it delivers video, music, apps and amazing games. With the ability to easily connect to a store full of apps, SHIELD will do for smart TVs what smartphones did for cell phones. The SHIELD tablet and SHIELD portable round out our family of mobile devices. The NVIDIA GRID game-streaming service, dubbed “a Netflix of games,” allows gamers to connect their SHIELD devices to a GeForce supercomputer in the cloud. -
Investor Presentation Q3 Fy2021
INVESTOR PRESENTATION Q3 FY2021 November 23, 2020 Except for the historical information contained herein, certain matters in this presentation including, but not limited to, statements as to: our financial position; our markets; the performance, benefits, abilities and impact of our products and technology; the availability of our products and technology; our partnerships and customers; our use of cash; the acquisition of Arm and its impacts; NVIDIA’s financial outlook for the fourth quarter of fiscal 2021; our growth and growth drivers; our financial policy; future revenue growth; our opportunities in existing and new markets; the TAM for our products; and performance in our financial metrics are forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995. These forward-looking statements and any other forward-looking statements that go beyond historical facts that are made in this presentation are subject to risks and uncertainties that may cause actual results to differ materially. Important factors that could cause actual results to differ materially include: global economic conditions; our reliance on third parties to manufacture, assemble, package and test our products; the impact of technological development and competition; development of new products and technologies or enhancements to our existing product and technologies; market acceptance of our products or our partners' products; design, manufacturing or software defects; changes in consumer preferences and demands; changes in industry standards and interfaces; unexpected loss of performance of our products or technologies when integrated into systems and other factors. NVIDIA has based these forward-looking statements largely on its current expectations and projections about future events and trends that it believes may affect its financial condition, results of operations, business strategy, short-term and long-term business operations and objectives, and financial needs. -
Getting Started With
Getting Started with User Guide | CruzReader and Cruz Reader SE Table of Contents I. Get Acquainted .................................................................................................... 2 II. Resistive Screen ................................................................................................. 3 III. Get Started ........................................................................................................ 4 IV. Your Home Screen.......................................................................................... 5-6 V. Connecting to Wi-Fi ......................................................................................... 7-8 VI. Email Setup ....................................................................................................... 9 VII. Saving Battery ................................................................................................ 10 VII. Device Storage and ASTRO ..................................................................... 11-12 VIII. Transferring Files ..................................................................................... 13-14 IX. File Formats .................................................................................................... 15 X. Preloaded Apps .......................................................................................... 16-17 XI. Buying Books ............................................................................................ 18-19 XII. Installing ePUBS ........................................................................................... -
NVIDIA Chief Scientist Bill Dally Receives Lifetime Achievement Award from Leading Japanese Tech Society
NVIDIA Chief Scientist Bill Dally Receives Lifetime Achievement Award From Leading Japanese Tech Society First Non-Japanese Winner of Honor Since Marvin Minsky, Alan Kay Japan's largest IT society, the Information Processing Society of Japan (IPSJ), today honored NVIDIA Chief Scientist and Senior Vice President of Research Bill Dally with the Funai Achievement Award for his extraordinary achievements in the field of computer science and education. Dally is the first non-Japanese scientist to receive the award since the first two awards were given out in 2002 to Alan Kay (a pioneer in personal computing) and in 2003 to Marvin Minsky (a pioneer in artificial intelligence). The Funai Achievement Award recognizes Dally's accomplishments in computer architecture, particularly in the areas of parallel computing and Very Large Scale Integration processing. The IPSJ noted that Dally has made major contributions in education at the Massachusetts Institute of Technology, Stanford University, and in industry as NVIDIA's chief scientist. "I'm honored to be selected for one of the world's major prizes in computer science. It's particularly rewarding to be in the company of computer science luminaries like Alan Kay and Marvin Minsky," said Dally, who received the award at an IPSJ event in Matsuyama, Japan. "I'm grateful to the IPSJ for acknowledging the importance of my research in parallel computing." Professor Shuichi Sakai, dean of the Computer Science Department at the University of Tokyo, said, "Bill Dally has always been a revolutionary rather than a revisionist in computer science." Dally's achievements across more than 30 years of work and research include developing the system and network architecture, signaling, routing and synchronization technology found in most large parallel computers today. -
NVIDIA Geforce RTX 2080 User Guide | 3 Introduction
2080 TABLE OF CONTENTS 01 INTRODUCTION ..................................................................................... 3 About This Guide ................................................................................................................................ 3 Minimum System Requirements ....................................................................................................... 4 02 UNPACKING .......................................................................................... 5 Equipment .......................................................................................................................................... 6 03 Hardware Installation ............................................................................. 7 Safety Instructions ............................................................................................................................. 7 Before You Begin ................................................................................................................................ 8 Installing the GeForce Graphics Card ............................................................................................... 8 04 SOFTWARE INSTALLATION ................................................................... 12 GeForce Experience Software Installation ...................................................................................... 12 05 CONFIGURING NVLink ......................................................................... 14 06 CONFIGURING HDMI ...........................................................................