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NVIDIA VR Ready Program Points Pros to a Great Virtual Reality Experience

NVIDIA VR Ready Program Points Pros to a Great Virtual Reality Experience

NVIDIA VR Ready Program Points Pros to a Great Virtual Reality Experience

Virtual reality isn’t just at the heart of a new era of entertainment. It’s also for serious business.

That’s why we’re helping developers, businesses, OEMs and independent software vendors with our NVIDIA VR Ready program, which ensures they have the tools and technologies to create and enjoy the best possible professional VR experience.

“Enterprise adoption will outpace consumer adoption for some time,” said Bill Briggs, chief technology officer for Deloitte Consulting, in a recent Tech Trends 2016 report spotlighting VR and augmented reality.

We’re working with top OEMs such as Dell, HP and Lenovo to offer NVIDIA VR Ready professional workstations. That means models like the HP Z240, Z640, and Z840, Dell Precision T5810,  T7810, and T7910, and the Lenovo P500, P710, and P900 all come with NVIDIA-recommended configurations that meet the minimum requirements for the highest performing VR experience.

Quadro professional GPUs power NVIDIA professional VR Ready systems. These systems put our VRWorks software development kit at the fingertips of VR headset and application developers. VRWorks offers exclusive tools and technologies — including Context Priority, Multi-res Shading, Warp & Blend, Synchronization, GPU Affinity and GPU Direct — so pro developers can create great VR experiences.

McCarthy Building Companies’ operating room

McCarthy Building Companies’ operating room

An Industry First for Mobile VR

We’re also enabling the industry’s first professional-class mobile workstation, which lets users take a great VR experience wherever they go.

The MSI WT72 is the first NVIDIA VR Ready professional laptop. It lets designers, engineers and others run VR-powered design reviews anywhere, improving product quality and speeding workflows. With it, companies can use immersive technology to train remote employees. And architects like those at McCarthy Building Companies Inc. can let customers visualize concepts and designs. They can even walk through complete virtual buildings.

“Providing customers with a high-fidelity VR experience during design review allows them to realistically visualize and make informed decisions, which can prevent costly design changes after construction has started,” said Alex Cunningham, VDC engineer at McCarthy Building Companies. “With NVIDIA Quadro driving VR at high frame rates, the VR Ready MSI laptop lets us bring virtual reality to our clients’ locations and communicate designs more effectively.”

NVIDIA GPUs are the keystone of VR because graphics requirements are so high. Head-mounted displays, for example, require 90 frames per second, with a display for each eye.

The MSI WT72 VR Ready laptop is the first to use our new Maxwell architecture-based Quadro M5500 GPU. With 2,048 CUDA cores, the Quadro M5500 is the world’s fastest mobile GPU. It’s also our first mobile GPU for NVIDIA VR Ready professional mobile workstations, optimized for VR performance with ultra-low latency.

MSI WT72 VR Ready laptop

MSI WT72 VR Ready laptop

“Wow…seriously impressive for such a compact package. I now have the freedom to setup shop to design VR experiences on the go,” says Drew Hunt, 3D Artist at HTC. “The NVIDIA Quadro M5500 coupled with the MSI WT72 notebook is the perfect combo to use HTC Vive at work and at home.”

With features like these, scientists, product designers, educators and filmmakers can use the MSI WT72 to tackle the most challenging visual computing tasks. Plus, it comes certified for Autodesk VRED to create amazing, immersive 3D design environments.

“We’ve certified the MSI professional ‘VR Ready’ laptop with the NVIDIA Quadro M5500 mobile GPU because it delivers an amazing Autodesk VRED VR experience wherever our customers need it,” said Lukas Faeth, product manager, Autodesk VRED.

Come see the latest VR technologies from our partners and professional applications developers — along with NVIDIA VR Ready Workstations and the MSI WT72 professional VR Ready laptop —at NVIDIA’s annual GPU Technology Conference, April 4-7, at the San Jose Convention Center in Silicon Valley.

NVIDIA VR Ready Program Points Pros to a Great Virtual Reality Experience

NVIDIA VR Ready Program Points Pros to a Great Virtual Reality Experience

6 Can’t Miss Experiences at the GPU Technology Conference

6 Can’t Miss Experiences at the GPU Technology Conference

6 Can’t Miss Experiences at the GPU Technology Conference

Explore the future of artificial intelligent and deep learning, experience virtual reality, and see what the future holds for self-driving cars at the GPU Technology Conference in Silicon Valley, April 4-7.

In addition to keynotes by notable speakers that include NVIDIA CEO Jen-Hsun Hung, Toyota Research Institute CEO Gill Pratt, and IBM Watson CTO Rob High, as well as over 500 talks, tutorials and scientific posters – here are the top six must-see things at GTC this year:

  1. AI Playground: Interact with hands-on deep learning demos from universities, start-ups and well-known companies like Baidu, Twitter and Yahoo.

  1. VR Village: New this year, experience the latest advances in a variety of immersive virtual reality experiences from a wide-range of industries including gaming, media & entertainment, manufacturing, medicine and science.
  1. Emerging Companies Summit Pavilion: Over 90 start-ups will showcase how they are using GPUs to solve some of the world’s most complex challenges. Twelve of the participants will be vying for $100,000 at the Early Stage Challenge.
  1. Hands-on Labs: Take one of the intensive 26 instructor-led labs that range from 90 to 180 minutes covering a wide-range of topics, from the comfort of your own laptop. Attendees looking for more training can grab a seat in the self-paced labs area or try them from anywhere for free, using promo code GTC16_EARLYBIRD to receive free credits on NVIDIA’s cloud-based learning platform.
  1. Share Your Science: This is a great opportunity to share how you are doing amazing work with GPUs. NVIDIA will be video interviewing developers, researchers and scientists and then amplifying your stories to the broader community. Fill out this short form to be considered for an interview.
  1. Face2Face Demo: A team of researchers from Stanford, the Max Planck Institute for Informatics and the University of Erlangen-Nuremberg are using TITAN X GPUs and CUDA to manipulate YouTube videos with real-time facial reenactment that works with any commodity webcam. You can experience the magic of the Face2Face demo in person at the NVIDIA booth.

Register by April 2 to save up to $300, and see what the future holds at the GPU Technology Conference.

NVIDIA Launches Quadro M6000 with 24GB of Graphics Memory

NVIDIA Launches Quadro M6000 with 24GB of Graphics Memory

NVIDIA Launches Quadro M6000 with 24GB of Graphics Memory

NVIDIA has launched a new version of the Quadro M6000, the high-end Quadro for workstations and profesional applications. This new version of the Quadro M6000 comes with 24GB of GDDR5 memory, twice as much GPU memory as the previous M6000 (launched in 2015).

The new Quadro M6000 24GB is based on a full GM200 GPU (Maxwell architecture) with 3072 CUDA cores.

You can have one of those graphics cards for around USD $5000

The World’s Most Powerful Workstation Graphics Card.

The NVIDIA M6000 24GB is the world’s most powerful workstation graphics card, giving you the extreme performance and on-board memory to take on your biggest visualization challenges. Artists, animators, and editors can now work in real-time on their most complex projects with multiple layers and advanced effects. Plus, product designers and engineers don’t have to compromise on model complexity or image quality when working on large assemblies; they can now integrate interactive, physically based rendering and simulation to evaluate product design and functionality in entirely new ways. Geophysicists can also accelerate their time-to-insight in seismic exploration by holding substantially larger data sets in memory for faster processing and analysis.

Quadro cards are certified with a broad range of sophisticated professional applications, tested by leading workstation manufacturers, and backed by a global team of support specialists. This gives you the peace of mind to focus on doing your best work. Whether you’re developing revolutionary products or telling spectacularly vivid visual stories, Quadro gives you the performance to do it brilliantly

NVIDIA Quadro M6000 24GB specifications

NVIDIA Quadro homepage is available HERE.

NVIDIA just published an article that shows the advantages of their new beast:

At Sony Pictures Imageworks, we regularly push the limits of our ability to display and interact with very complex scenes,” said Erik Strauss, executive director of software development at Sony Pictures Imageworks. “The Quadro M6000 24GB gives us a 10x performance boost with the throughput necessary to display these types of large scenes smoothly and interactively.

Read more: How Industry Giants Streamline Their Design Workflows.


NVIDIA Quadro M6000 with 24GB of Graphics Memory
NVIDIA Quadro M6000 with 24GB of Graphics Memory

12 Startups Vying for $100,000 at GPU Technology Conference

12 Startups Vying for $100,000 at GPU Technology Conference

12 Startups Vying for $100,000 at GPU Technology Conference

Each startup will be given four minutes to present their GPU-accelerated tech and business plan live on stage to an audience of technology executives.

The challenge is designed for startups in the GPU ecosystem that have raised less than $1 million in seed funding and are ready to expand their visibility and demonstrate their potential to investors.

“We’ve had hundreds of companies at different stages of development come to ECS over the years,” says Jeff Herbst, VP of business development at NVIDIA. “They get a big boost in exposure, they get valuable feedback and insights, and many have become incredibly successful, like Oculus Rift and Natural Motion.”

12 Startups Vying for $100,000 at GPU Technology Conference

12 Startups Vying for $100,000 at GPU Technology Conference

Some of the companies competing in this year’s Early Stage Challenge are:

Aerialguard (Israel) — Provides autonomous situational awareness for drones and UAVs, dramatically increasing safety, survivability, and mission capabilities.

Horus Technology (Italy) — Develops a wearable device that uses computer vision and machine learning to aid visually impaired people, describing the environment through bone conduction.

Hypercubes (U.S.) — Develops satellites that reveal unprecedented details of Earth, with the ability to remotely classify chemical compositions for applications such as precision farming, mining, and oil & gas operations.

Analytical Flavor Systems (U.S.) — Uses machine learning and AI to identify and predict real-time flaws, contaminations and batch-to-batch deviations for food and beverage producers.

12 Startups Vying for $100,000 at GPU Technology Conference

12 Startups Vying for $100,000 at GPU Technology Conference

10 Ways NVIDIA Is Making Virtual Reality a Reality

10 Ways NVIDIA Is Making Virtual Reality a Reality

10 Ways NVIDIA Is Making Virtual Reality a Reality

My first impression of virtual reality was back in the early 1990s, in a pod playing Dactyl Nightmare in a Dave & Busters restaurant. It was less compelling by today’s standards, but enough to hook me and a whole generation of future engineers and gamers.

That generation has come of age, and so has VR.

Every tradeshow, every product launch and every news beat has a VR angle. And NVIDIA is helping to pioneer the technology that’s making it a reality.

Here are 10 examples:

1) NVIDIA is building the fastest GPUs for VR.

There are two platforms for immersive VR gaming and experiences: entry-level experiences provided by consoles and premier experiences provided by PCs. Consider the view of veteran industry watcher Jon Peddie, of Jon Peddie Research:

“VR will be a multi-tier experience, like all entertainment platforms. Consoles will appeal to the casual user, whereas the PC with three to four times the processing power will be the platform for the intense gamer. In the PC market, NVIDIA has a substantial market share in enthusiast graphics boards, the type needed for Oculus and HTC VR experiences.”

Just like with video games, a PC with a GeForce GTX GPU offers the richest VR experience, with more performance, higher immersion and great fidelity. Even the lowest VR Ready GeForce GTX GPU offers double the performance of console.1 And given that immersive VR requires seven times the processing power of traditional 3D games, you really need that performance to get the best experience.2

2) NVIDIA’s VR SDK, VRWorks, is seeing broad adoption.

NVIDIA has created the VRWorks software development kit to provide headset and application developers with the best performance, lowest latency and plug-and-play compatibility for VR. The top game engines that are being used for creating VR games, including Unity, Unreal Engine and Max Play, are now integrating NVIDIA VRWorks. HTC and Oculus headsets have added support for VRWorks. It’s being adopted by cutting-edge VR developers like Sólfar Studios with Everest VR, Valve Software with The Lab, ILMxLAB with Star Wars Trials on Tatooine and InnerVision Games with Thunderbird: The Legend Begins.

3) NVIDIA GPUs provide Multi-res Shading for up to 50 percent more performance.

NVIDIA Multi-res Shading is an innovative rendering technique for VR in which each part of an image is rendered at a resolution that better matches the final image a user sees on the headset. The technology is integrated and available today to developers in Unreal Engine with performance gains of up to 50 percent. That enables developers to put more visual quality into their VR games and experiences

4) NVIDIA’s Game Ready drivers means VR games ‘just work’ from day one.

Any solution is only as good as the GPU’s drivers. Our Game Ready drivers are recognized as the best in the industry. NVIDIA works closely with developers to make sure games perform well on the day the game ships. This is incredibly important for VR, as the slightest stutter or performance dip can ruin the experience. Delivering launch day drivers will be a big difference for VR games and applications.

5) Our GeForce GTX VR Ready program is more than 100 partners strong.

NVIDIA’s GeForce GTX VR Ready program makes it easy for consumers to get the right gear for VR. Navigating an emerging technology like VR can be confusing — so we’ve worked with our partners worldwide to simplify the buying process. The GeForce GTX VR Ready badge quickly shows if a PC or graphics card is capable of handling the demands of VR.  Our program currently has more than 100 PC makers, system builders, add-in card partners and retailers around the globe.

6) VR-ready notebooks are powered by NVIDIA.

Notebooks that feature NVIDIA GeForce GTX 980 GPUs are the only VR-ready notebooks in the world. These powerful NVIDIA notebook GPUs enable developers and gamers to take their immersive VR experiences with them on the go.

7) NVIDIA GPUs are driving Oculus Ready PCs.

In addition, NVIDIA is not the only one with a VR-ready program. Oculus, makers of the Rift headset, has its own program. And every Oculus Ready PC to date is driven by an NVIDIA GeForce GTX GPU.

8) NVIDIA makes immersive VR accessible.

There is a misconception that VR requires performance capabilities out of reach for most gamers. Truth be told, the GeForce GTX 970 GPU is the most popular graphics card on the Steam survey and millions already have it in their machines. This means more consumers are ready to enjoy immersive VR today.

9) NVIDIA is bringing more performance to mobile VR.

NVIDIA is continuing to push forward the state of the art for mobile-based VR experiences. You can find NVIDIA Tegra processors powering several mobile VR and augmented reality devices, including headsets from GameFace Labs and Atheer. Thanks to the performance of Tegra, developers can tackle new classes of mobile VR/AR experiences.

10) NVIDIA is accelerating 360-degree video for VR.

NVIDIA GPUs are at the heart of 360-degree video used in VR. NVIDIA’s CUDA programming model is used to rapidly stitch video from multiple cameras together into a single 360-degree panorama. At NVIDIA’s GPU Technology Conference in April, attendees will find a full speaker track on VR, including talks from 360-degree video companies that use GPU acceleration, such as Jaunt VR and VideoStitch.

VRWorks is being adopted by cutting-edge VR developers like Sólfar Studios, creators of Everest VR.

VRWorks is being adopted by cutting-edge VR developers like Sólfar Studios, creators of Everest VR.

See It for Yourself at GDC

You can see our work in VR at GDC. NVIDIA has partnered with a host of developers to feature amazing VR experiences at our booth (South Hall #824) on HTC Vive and Oculus Rift headsets. They include:

  • A new chapter of Everest VR from Sólfar Studios that incorporates NVIDIA Multi-res Shading technology and GameWorks turbulence effects
  • ILMxLAB’s Star Wars: Trials on Tatooine VR experience, powered by two GeForce GTX TITAN X GPUs using VR SLI technology
  • Epic’s Bullet Train, Oculus Studio’s VR Sports and CCP’s EVE: Valkyrie

Beyond the NVIDIA booth, GDC attendees will find GeForce GTX GPUs powering the top VR experiences across the show floor. These include:

Company Location
Epic Moscone South Hall 1024
Oculus Moscone South Hall 802
Valve Ballroom 104
GDC VR Lounge Moscone West 3rd Floor

VR is an exciting new medium for gaming, entertainment and professional use cases. The performance of the PC will make it the destination for premium VR experiences. As the worldwide leader in PC graphics, NVIDIA is working hard to provide a VR graphics platform that offers developers both a large installed base and the best performance.

We can’t wait to see what you build with it.

1 GeForce GTX 970 produces 3.5 teraflops vs 1.8 teraflops for PlayStation 4, delivering 2x performance.

2 A PC game running 1920×1080 at 30fps on a single screen compared to a VR headset running at 1680×1512 at 90fps on each of two screens

Monash University Upgrades MASSIVE GPU-Accelerated Supercomputer

Monash University Upgrades MASSIVE GPU-Accelerated Supercomputer

Monash University Upgrades MASSIVE GPU-Accelerated Supercomputer

To accelerate biomedical research, Australia’s Monash University boosted its research infrastructure with a third GPU-accelerated supercomputer called MASSIVE-3.

MASSIVE-3 is equipped with both Tesla K80 GPUs and GRID K1 GPUs for data processing and visualization, driving the new system nearly four times faster than MASSIVE-2.

Over the past five years, MASSIVE has played a key role in driving discoveries across many disciplines including biomedical sciences, materials research, engineering, and geosciences.

Alongside the MASSIVE supercomputers at Monash, the university also hosts the CAVE2 immersive visualization platform. This 21st Century Microscope empowers researchers to interactively explore data from electron microscopes and medical imaging instruments.

In this brief video, Dr. David Barnes, senior research fellow at Monash provides an inside-look into their visualization environment.

“Our collaboration with NVIDIA will take Monash research to new heights. By coupling some of Australia’s best researchers with NVIDIA’s accelerated computing technology we’re going to see some incredible impact. Our scientists will produce code that runs faster, but more significantly, their focus on deep learning algorithms will produce outcomes that are smarter,” said Professor Ian Smith, Vice Provost (Research and Research Infrastructure), Monash University.

– See more at: https://news.developer.nvidia.com/monash-university-upgrades-massive-gpu-accelerated-supercomputer/#sthash.RekJmhDy.dpuf

Simulating Real-World Floods on GPUs

Simulating Real-World Floods on GPUs

Simulating Real-World Floods on GPUs

Flood risk assessment is important in minimizing damages and economic losses caused by flood events.

A team of researchers from Vienna University of Technology and visual computing firm VRVis, are using GPUs to run fast simulations of large-scale scenarios, including river flooding, storm-water events and underground flows.

The researcher’s primary interest is in decision-making systems, where they evaluate many different scenarios and select the solution with the best outcome, which is usually very computationally expensive. Therefore, simulation runs need to be as fast as possible to reduce the overall time required to find the best solutions.

Uncertainty-aware prediction of mobile flood protection wall overtopping in Cologne. (a) Input hydrographs forming an ensemble of 10 different scenarios with varying peak levels. (b, c) Visualization of ensemble results. Buildings are colored according to the expected damage. The terrain is colored according to the average water depth.

Uncertainty-aware prediction of mobile flood protection wall overtopping in Cologne. (a) Input hydrographs forming an ensemble of 10 different scenarios with varying peak levels. (b, c) Visualization of ensemble results. Buildings are colored according to the expected damage. The terrain is colored according to the average water depth.

In their real-world test case, the researchers used CUDA and a  GTX TITAN GPU to simulate the overtopping of mobile flood protection walls in Cologne, Germany. The overtopping happens when the water in the Rhine River raises above 11.9 meters.

کودا – CUDA

کودا به انگلیسی (CUDA) که مخفف عبارت انگلیسی Compute Unified Device Architecture است یک سکوی پردازش موازی و مدل برنامه‌نویسی است که توسط شرکت انویدیا به‌وجود آمده است و در واحدهای پردازش گرافیکی این شرکت پشتیبانی می‌شود.کودا به توسعه دهنده گان نرم‎افزار اجازه می‎دهد تا از یک GPU که ویژگی CUDA-enabled دارد برای هدف پردازش استفاده کنند، رویکردی که GPGUG شناخته می‎شود. کودا به توسعه‌دهنده گان امکان دسترسی مستقیم به حافظه و مجموعه دستورالعمل در واحد پردازش گرافیکی را می‌دهد.

سکوی کودا برای کار با زبان‎های برنامه‎نویسی مانند C و ++C و فرترن طراحی شده‎است.این دسترسی باعث می‎شود تا برای متخصصان استفاده از منابع GPU آسان‎تر شود برخلاف راه کار های API دیگر چون DIRECT3D و OpenGL که نیاز به توانایی حرفه ای در برنامه نویسی گرافیک داشتند.همچین کودا از چارچوب‎هایی چون OpenACC و OpenCL پشتیبانی می کند.

پیش زمینه

GPU به عنوان یک پردازنده خاص ،درخواست‎های های بلادرنگ با کیفیت بالا گرافیک سه بعدی که از نظر وظایف محاسباتی فشرده هستند را مختصات‎دهی می‎کند.از سال 2012 میلادی GPU ها به سیستم‎های چند هسته ای قدرتمندی ارتقا یافتند که قادر به دستکاری بلوک‎های بزرگی از داده ها هستند.این طراحی بسیار از هدف عامه CPU ها برای الگوریتم‎ها در مواقعی که پردازش موازی روی بلوک های داده انجام می‎شود موثرتر است.به عنوان مثال:

  • الگوریتم ارسال برچسب
  • الگوریتم مرتب سازی سریع روی لیست‎های ‎بزرگ
  • تبدیل موجک سریع دوبعدی
  • شبیه‎سازی دینامیک مولکولی

قابلیت‎های برنامه‌نویسی

کودا توسط کتابخانه‎های مجهز شده کودا ،دستوردهنده کامپایلر مانند OpenACC و همین طور توسعه‎هایی استاندارد صنعتی از زبان‎هایی شامل C، ++C و فرترن برای توسعه‎دهندگان قابل دسترسی است.برنامه‎نویسان C++/C از ‘++CUDA C/C’ استفاده می کنند که کامپایل شده با “nvcc” است.nvcc یک کامپایلر C++/C بر پایه LLVM شرکت انویدیا است.برنامه نویسان فرترن نیز می توانند از ‘CUDA Fortran’ استفاده کنند که کامپایل شده با PGI CUDA Fortran Complier شرکت The Portland Group است. علاوه بر کتابخانه‎ها ،دستوردهنده‎های کامپایلر و ++CUDA C/C و CUDA Fortran ،سکو کودا از سایر رابط‎های محاسباتی شامل موارد زیر پشتیبانی می کند.

  • OpenCL گروه Khronos
  • DirectCompute مایکروسافت
  • محاسبات سایه زنی OpenGL
  • C++ AMP

همچنین لفافه سوم شخص (Third party wrappers) برای زبان هایی مانند پرل (Perl)،پایتون (Python)،آر (R) ،فرترن (FORTRAN)،جاوا (Java)،روبی (Ruby)،هسکل (Haskell)،متلب (Haskell) ،آی دی ال (IDL)،لوآ (Lua) و نیز به طور پیشفرض متمتیکا (Mathematica) در دسترس هستند.

در صنعت بازی‎های کامپیوتری ،GPUها تنها برای رندر کردن گرافیک نیست بلکه در محاسبات فیزیکی بازی (اثرات فیزیکی شبیه دود ،آتش ،ترشحات و آوار) نیز هستند.مثال‎هایی نظیر فیز-اکس و گلوله شامل این مورد هستند.کودا همچنین برای کاربردهای شتاب‎دهی غیرگرافیکی در زیست‎شناسی محاسباتی ،رمزنگاری و حوزه های دیگر نیز استفاده می‎شود.

کودا هم یک API سطح پایین و هم یک API سطح بالا فراهم می کند.SDK اولیه کودا در 15 فوریه 2007 برای ویندوز مایکرو‎سافت و لینوکس انتشار عمومی شد.پشتیبانی در سیستم‎عامل مک در نسخه دوم اضافه شد که جای نسخه تست 14 فوریه 2008 را می‎گیرد.کودا با تمامی ‎GPUهای از سری G8x به بعد شامل جی‎فورس ،کوادرو و تسلا(گرافیک) کار می‎کند.کودا با بیشتر سیستم‎عامل‎‎های استاندارد کار می‎کند.انویدیا می‎گوید برنامه‎هایی که برای سری G8x توسعه‎یافته‎اند همچنین بدون تغییر روی نسل‎های آینده کارت‎های گرافیک بسته به سازگاری دودویی کارخواهند کرد.

مزایا

کودا چندین برتری در برابر محاسبات عمومی سنتی روی GPU ها(در کل منظورGPGPU) دارد که از واسط‎های گرافیکی استفاده می‎کنند.

  • خواندن پراکنده یعنی کد می‎تواند از آدرس‎های دلخواه در حافظه بخواند.
  • حافظه مجازی یکپارچه (کودا نسخه 4.0 به بعد)
  • حافظه یکپارچه(کودا نسخه 6.0 به بعد)
  • حافظه مشترک کودا ناحیه ای که یک حافظه سریع مشترک است ،نشان می‎دهد که می‎تواند میان نخ‎ها به اشتراک گذاشته‎شود.این حافظه می‎تواند به عنوان یک حافظه نهان مدیریت شده تحت دسترسی کاربر استفاده شود و پهنای باند بیشتری داریم یعنی امکان استفاده را از جستجو بافتی.
  • دانلود‎های سریع تر و مجدد خوانی
  • پشتیبانی کامل برای اعداد صحیح و عملیات بیتی شامل جستجوی بافتی صحیح

NVIDIA R364.47 WHQL Graphics Drivers with Vulkan Support

NVIDIA R364.47 WHQL Graphics Drivers with Vulkan Support-NVIDIA GeForce GTX logo

NVIDIA R364.47 WHQL Graphics Drivers with Vulkan Support-NVIDIA GeForce GTX logo

NVIDIA has published a new set of Windows certified graphics drivers that bring various optimizations for for Tom Clancy’s The Division, Hitman, Need for Speed, Ashes of the Singularity, and Rise of the Tomb Raider.

R364.47 is also the first WHQL driver with Vulkan support.

More information about R364.47 can be found HERE.

UPDATE (2016.03.08)

R364.47 WHQL cause crashes on some systems with multiple monitors and have been replaced by R364.51 BETA. More information available HERE.

R364.51 Desktop Downloads

R364.51 Notebook Downloads

Geeks3D GPU Caps Viewer-NVIDIA R364.47 + GeForce GTX 960 + GPU Caps Viewer

Geeks3D GPU Caps Viewer-NVIDIA R364.47 + GeForce GTX 960 + GPU Caps Viewer

R364.47 is an OpenGL 4.5, OpenCL 1.2 and Vulkan 1.0.4 driver and exposes 381 OpenGL extensions including two new ones:

  • GL_NV_draw_vulkan_image
  • WGL_NV_bridged_display

The complete list of all OpenGL extensions exposed for a GeForce GTX 960 on Win10 64-bit

- OpenGL vendor: NVIDIA Corporation
- OpenGL renderer: GeForce GTX 960/PCIe/SSE2
- OpenGL Version: 4.5.0 NVIDIA 364.47
- GLSL (OpenGL Shading Language) Version: 4.50 NVIDIA
  • GL_AMD_multi_draw_indirect
  • GL_AMD_seamless_cubemap_per_texture
  • GL_AMD_vertex_shader_viewport_index
  • GL_AMD_vertex_shader_layer
  • GL_ARB_arrays_of_arrays (OpenGL 4.3)
  • GL_ARB_base_instance (OpenGL 4.2)
  • GL_ARB_bindless_texture (OpenGL 4.4)
  • GL_ARB_blend_func_extended (OpenGL 3.3)
  • GL_ARB_buffer_storage (OpenGL 4.4)
  • GL_ARB_clear_buffer_object (OpenGL 4.3)
  • GL_ARB_clear_texture (OpenGL 4.4)
  • GL_ARB_clip_control (OpenGL 4.5)
  • GL_ARB_color_buffer_float (OpenGL 3.0)
  • GL_ARB_compatibility (OpenGL 3.2)
  • GL_ARB_compressed_texture_pixel_storage (OpenGL 4.2)
  • GL_ARB_conservative_depth (OpenGL 4.2)
  • GL_ARB_compute_shader (OpenGL 4.3)
  • GL_ARB_compute_variable_group_size (OpenGL 4.3)
  • GL_ARB_conditional_render_inverted (OpenGL 4.5)
  • GL_ARB_copy_buffer (OpenGL 3.1)
  • GL_ARB_copy_image (OpenGL 4.3)
  • GL_ARB_cull_distance (OpenGL 4.5)
  • GL_ARB_debug_output (OpenGL 3.0)
  • GL_ARB_depth_buffer_float (OpenGL 3.0)
  • GL_ARB_depth_clamp (OpenGL 3.2)
  • GL_ARB_depth_texture (OpenGL 1.4)
  • GL_ARB_derivative_control (OpenGL 4.5)
  • GL_ARB_direct_state_access (OpenGL 4.5)
  • GL_ARB_draw_buffers (OpenGL 2.0)
  • GL_ARB_draw_buffers_blend (OpenGL 4.0)
  • GL_ARB_draw_indirect (OpenGL 4.0)
  • GL_ARB_draw_elements_base_vertex (OpenGL 3.2)
  • GL_ARB_draw_instanced (OpenGL 3.1)
  • GL_ARB_enhanced_layouts (OpenGL 4.4)
  • GL_ARB_ES2_compatibility (OpenGL 4.1)
  • GL_ARB_ES3_compatibility (OpenGL 4.3)
  • GL_ARB_ES3_1_compatibility (OpenGL 4.5)
  • GL_ARB_ES3_2_compatibility (OpenGL 4.5)
  • GL_ARB_explicit_attrib_location (OpenGL 3.3)
  • GL_ARB_explicit_uniform_location (OpenGL 4.3)
  • GL_ARB_fragment_coord_conventions (OpenGL 3.2)
  • GL_ARB_fragment_layer_viewport (OpenGL 4.3)
  • GL_ARB_fragment_program (OpenGL 1.3)
  • GL_ARB_fragment_program_shadow (OpenGL 1.3)
  • GL_ARB_fragment_shader (OpenGL 2.0)
  • GL_ARB_fragment_shader_interlock (OpenGL 4.5)
  • GL_ARB_framebuffer_no_attachments (OpenGL 4.3)
  • GL_ARB_framebuffer_object (OpenGL 3.0)
  • GL_ARB_framebuffer_sRGB (OpenGL 3.0)
  • GL_ARB_geometry_shader4 (OpenGL 3.2)
  • GL_ARB_get_program_binary (OpenGL 4.1)
  • GL_ARB_get_texture_sub_image (OpenGL 4.5)
  • GL_ARB_gpu_shader5 (OpenGL 4.0)
  • GL_ARB_gpu_shader_fp64 (OpenGL 4.0)
  • GL_ARB_gpu_shader_int64 (OpenGL 4.5)
  • GL_ARB_half_float_pixel (OpenGL 3.0)
  • GL_ARB_half_float_vertex (OpenGL 2.1)
  • GL_ARB_imaging
  • GL_ARB_indirect_parameters (OpenGL 4.3)
  • GL_ARB_instanced_arrays (OpenGL 3.3)
  • GL_ARB_internalformat_query (OpenGL 4.2)
  • GL_ARB_internalformat_query2 (OpenGL 4.3)
  • GL_ARB_invalidate_subdata (OpenGL 4.3)
  • GL_ARB_map_buffer_alignment (OpenGL 4.2)
  • GL_ARB_map_buffer_range (OpenGL 2.1)
  • GL_ARB_multi_bind (OpenGL 4.4)
  • GL_ARB_multi_draw_indirect (OpenGL 4.3)
  • GL_ARB_multisample (OpenGL 1.3)
  • GL_ARB_multitexture (OpenGL 1.3)
  • GL_ARB_occlusion_query (OpenGL 1.5)
  • GL_ARB_occlusion_query2 (OpenGL 3.3)
  • GL_ARB_parallel_shader_compile (OpenGL 4.5)
  • GL_ARB_pipeline_statistics_query (OpenGL 4.5)
  • GL_ARB_pixel_buffer_object (OpenGL 2.1)
  • GL_ARB_point_parameters (OpenGL 1.4)
  • GL_ARB_point_sprite (OpenGL 2.0)
  • GL_ARB_post_depth_coverage (OpenGL 4.5)
  • GL_ARB_program_interface_query (OpenGL 4.3)
  • GL_ARB_provoking_vertex (OpenGL 3.2)
  • GL_ARB_query_buffer_object (OpenGL 4.4)
  • GL_ARB_robust_buffer_access_behavior (OpenGL 4.3)
  • GL_ARB_robustness (OpenGL 4.1)
  • GL_ARB_sample_locations (OpenGL 4.5)
  • GL_ARB_sample_shading (OpenGL 4.0)
  • GL_ARB_sampler_objects (OpenGL 3.3)
  • GL_ARB_seamless_cube_map (OpenGL 3.2)
  • GL_ARB_seamless_cubemap_per_texture (OpenGL 4.3)
  • GL_ARB_separate_shader_objects (OpenGL 4.1)
  • GL_ARB_shader_atomic_counter_ops (OpenGL 4.5)
  • GL_ARB_shader_atomic_counters (OpenGL 4.2)
  • GL_ARB_shader_ballot (OpenGL 4.5)
  • GL_ARB_shader_bit_encoding (OpenGL 3.3)
  • GL_ARB_shader_clock (OpenGL 4.5)
  • GL_ARB_shader_draw_parameters (OpenGL 4.3)
  • GL_ARB_shader_group_vote (OpenGL 4.3)
  • GL_ARB_shader_image_load_store (OpenGL 4.2)
  • GL_ARB_shader_image_size (OpenGL 4.3)
  • GL_ARB_shader_objects (OpenGL 2.0)
  • GL_ARB_shader_precision (OpenGL 4.1)
  • GL_ARB_shader_storage_buffer_object (OpenGL 4.3)
  • GL_ARB_shader_subroutine (OpenGL 4.0)
  • GL_ARB_shader_texture_image_samples (OpenGL 4.5)
  • GL_ARB_shader_texture_lod (OpenGL 2.0)
  • GL_ARB_shading_language_100 (OpenGL 2.0)
  • GL_ARB_shader_viewport_layer_array (OpenGL 4.5)
  • GL_ARB_shading_language_420pack (OpenGL 4.2)
  • GL_ARB_shading_language_include (OpenGL 3.2)
  • GL_ARB_shading_language_packing (OpenGL 4.1)
  • GL_ARB_shadow (OpenGL 1.4)
  • GL_ARB_sparse_buffer (OpenGL 4.5)
  • GL_ARB_sparse_texture (OpenGL 4.3)
  • GL_ARB_sparse_texture2 (OpenGL 4.5)
  • GL_ARB_sparse_texture_clamp (OpenGL 4.5)
  • GL_ARB_stencil_texturing (OpenGL 4.3)
  • GL_ARB_sync (OpenGL 3.2)
  • GL_ARB_tessellation_shader (OpenGL 4.0)
  • GL_ARB_texture_barrier (OpenGL 4.5)
  • GL_ARB_texture_border_clamp (OpenGL 1.3)
  • GL_ARB_texture_buffer_object (OpenGL 3.1)
  • GL_ARB_texture_buffer_object_rgb32 (OpenGL 4.0)
  • GL_ARB_texture_buffer_range (OpenGL 4.3)
  • GL_ARB_texture_compression (OpenGL 1.3)
  • GL_ARB_texture_compression_bptc (OpenGL 4.2)
  • GL_ARB_texture_compression_rgtc (OpenGL 3.0)
  • GL_ARB_texture_cube_map (OpenGL 1.3)
  • GL_ARB_texture_cube_map_array (OpenGL 4.0)
  • GL_ARB_texture_env_add (OpenGL 1.3)
  • GL_ARB_texture_env_combine (OpenGL 1.3)
  • GL_ARB_texture_env_crossbar (OpenGL 1.4)
  • GL_ARB_texture_env_dot3 (OpenGL 1.3)
  • GL_ARB_texture_filter_minmax (OpenGL 4.5)
  • GL_ARB_texture_float (OpenGL 3.0)
  • GL_ARB_texture_gather (OpenGL 4.0)
  • GL_ARB_texture_mirror_clamp_to_edge (OpenGL 4.4)
  • GL_ARB_texture_mirrored_repeat (OpenGL 1.4)
  • GL_ARB_texture_multisample (OpenGL 3.2)
  • GL_ARB_texture_non_power_of_two
  • GL_ARB_texture_query_levels (OpenGL 4.3)
  • GL_ARB_texture_query_lod (OpenGL 4.0)
  • GL_ARB_texture_rectangle (OpenGL 3.1)
  • GL_ARB_texture_rg (OpenGL 3.0)
  • GL_ARB_texture_rgb10_a2ui (OpenGL 3.3)
  • GL_ARB_texture_stencil8 (OpenGL 4.4)
  • GL_ARB_texture_storage (OpenGL 4.2)
  • GL_ARB_texture_storage_multisample (OpenGL 4.3)
  • GL_ARB_texture_swizzle (OpenGL 3.3)
  • GL_ARB_texture_view (OpenGL 4.3)
  • GL_ARB_timer_query (OpenGL 3.3)
  • GL_ARB_transform_feedback2 (OpenGL 4.0)
  • GL_ARB_transform_feedback3 (OpenGL 4.0)
  • GL_ARB_transform_feedback_instanced (OpenGL 4.2)
  • GL_ARB_transform_feedback_overflow_query (OpenGL 4.5)
  • GL_ARB_transpose_matrix (OpenGL 1.3)
  • GL_ARB_uniform_buffer_object (OpenGL 3.1)
  • GL_ARB_vertex_array_bgra (OpenGL 3.2)
  • GL_ARB_vertex_array_object (OpenGL 2.1)
  • GL_ARB_vertex_attrib_64bit (OpenGL 4.1)
  • GL_ARB_vertex_attrib_binding (OpenGL 4.3)
  • GL_ARB_vertex_buffer_object (OpenGL 1.5)
  • GL_ARB_vertex_program (Requires OpenGL 1.3)
  • GL_ARB_vertex_shader (OpenGL 2.0)
  • GL_ARB_vertex_type_10f_11f_11f_rev (OpenGL 4.4)
  • GL_ARB_vertex_type_2_10_10_10_rev (OpenGL 3.3)
  • GL_ARB_viewport_array (OpenGL 4.1)
  • GL_ARB_window_pos (OpenGL 1.4)
  • GL_ATI_draw_buffers (Requires OpenGL 1.3)
  • GL_ATI_texture_float (Requires OpenGL 1.3)
  • GL_ATI_texture_mirror_once (Requires OpenGL 1.2.1)
  • GL_S3_s3tc
  • GL_EXT_texture_env_add
  • GL_EXT_abgr
  • GL_EXT_bgra (OpenGL 1.2)
  • GL_EXT_bindable_uniform (OpenGL 2.0)
  • GL_EXT_blend_color (OpenGL 1.4 OpenGL 1.4)
  • GL_EXT_blend_equation_separate
  • GL_EXT_blend_func_separate (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)
  • GL_EXT_blend_minmax (Requires OpenGL 1.2)
  • GL_EXT_blend_subtract (Requires OpenGL 1.2)
  • GL_EXT_compiled_vertex_array (Requires OpenGL 1.1)
  • GL_EXT_Cg_shader
  • GL_EXT_depth_bounds_test
  • GL_EXT_direct_state_access
  • GL_EXT_draw_buffers2 (OpenGL 3.0)
  • GL_EXT_draw_instanced (Requires OpenGL 2.0)
  • GL_EXT_draw_range_elements (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)
  • GL_EXT_fog_coord (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)
  • GL_EXT_framebuffer_blit (OpenGL 3.0)
  • GL_EXT_framebuffer_multisample (OpenGL 3.0)
  • GL_EXTX_framebuffer_mixed_formats
  • GL_EXT_framebuffer_multisample_blit_scaled
  • GL_EXT_framebuffer_object (Requires OpenGL 3.0)
  • GL_EXT_framebuffer_sRGB (OpenGL 3.0)
  • GL_EXT_geometry_shader4 (Requires OpenGL 2.0)
  • GL_EXT_gpu_program_parameters (Requires OpenGL 2.0)
  • GL_EXT_gpu_shader4 (OpenGL 3.0)
  • GL_EXT_multi_draw_arrays (OpenGL 1.2 / Core Feature of OpenGL 1.4)
  • GL_EXT_packed_depth_stencil (OpenGL 3.0)
  • GL_EXT_packed_float (OpenGL 3.0)
  • GL_EXT_packed_pixels (Requires OpenGL 1.2)
  • GL_EXT_pixel_buffer_object
  • GL_EXT_point_parameters
  • GL_EXT_polygon_offset_clamp
  • GL_EXT_post_depth_coverage
  • GL_EXT_provoking_vertex
  • GL_EXT_raster_multisample
  • GL_EXT_rescale_normal (Requires OpenGL 1.2)
  • GL_EXT_secondary_color (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)
  • GL_EXT_separate_shader_objects
  • GL_EXT_separate_specular_color (Requires OpenGL 1.2)
  • GL_EXT_shader_image_load_formatted
  • GL_EXT_shader_image_load_store
  • GL_EXT_shader_integer_mix
  • GL_EXT_shadow_funcs (Requires OpenGL 1.3 / Core Feature of OpenGL 1.5)
  • GL_EXT_sparse_texture2
  • GL_EXT_stencil_two_side
  • GL_EXT_stencil_wrap (Requires OpenGL 1.4)
  • GL_EXT_texture3D (Requires OpenGL 1.2)
  • GL_EXT_texture_array (OpenGL 3.0)
  • GL_EXT_texture_buffer_object (Requires OpenGL 2.0)
  • GL_EXT_texture_compression_dxt1
  • GL_EXT_texture_compression_latc
  • GL_EXT_texture_compression_rgtc (OpenGL 3.0)
  • GL_EXT_texture_compression_s3tc (Requires OpenGL 1.2.1)
  • GL_EXT_texture_cube_map (See GL_ARB_texture_cube_map)
  • GL_EXT_texture_edge_clamp
  • GL_EXT_texture_env_combine
  • GL_EXT_texture_env_dot3
  • GL_EXT_texture_filter_anisotropic (Requires OpenGL 1.2)
  • GL_EXT_texture_filter_minmax
  • GL_EXT_texture_integer (OpenGL 3.0)
  • GL_EXT_texture_lod
  • GL_EXT_texture_lod_bias (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)
  • GL_EXT_texture_mirror_clamp (Requires OpenGL 1.4)
  • GL_EXT_texture_object (Requires OpenGL 1.1)
  • GL_EXT_texture_shared_exponent (OpenGL 3.0)
  • GL_EXT_texture_sRGB
  • GL_EXT_texture_sRGB_decode
  • GL_EXT_texture_storage
  • GL_EXT_texture_swizzle (OpenGL 2.1)
  • GL_EXT_timer_query (Requires OpenGL 1.5)
  • GL_EXT_transform_feedback2
  • GL_EXT_vertex_array (Requires OpenGL 1.1)
  • GL_EXT_vertex_array_bgra
  • GL_EXT_vertex_attrib_64bit
  • GL_EXT_import_sync_object
  • GL_IBM_rasterpos_clip
  • GL_IBM_texture_mirrored_repeat
  • GL_KHR_context_flush_control (OpenGL 4.5)
  • GL_KHR_debug (OpenGL 4.3)
  • GL_KHR_no_error
  • GL_KHR_robust_buffer_access_behavior
  • GL_KHR_robustness (OpenGL 4.5)
  • GL_KTX_buffer_region
  • GL_NV_bindless_multi_draw_indirect
  • GL_NV_bindless_multi_draw_indirect_count
  • GL_NV_bindless_texture (OpenGL 4.0)
  • GL_NV_blend_equation_advanced
  • GL_NV_blend_equation_advanced_coherent
  • GL_NV_blend_square (Requires OpenGL 1.2.1 / Core Feature of OpenGL 1.4)
  • GL_NV_command_list
  • GL_NV_compute_program5
  • GL_NV_conditional_render (OpenGL 3.0)
  • GL_NV_conservative_raster
  • GL_NV_conservative_raster_dilate
  • GL_NV_copy_depth_to_color
  • GL_NV_copy_image
  • GL_NV_depth_buffer_float (OpenGL 3.0)
  • GL_NV_depth_clamp
  • GL_NV_draw_texture
  • GL_NV_draw_vulkan_image
  • GL_NV_ES1_1_compatibility
  • GL_NV_ES3_1_compatibility
  • GL_NV_explicit_multisample
  • GL_NV_fence
  • GL_NV_fill_rectangle
  • GL_NV_float_buffer
  • GL_NV_fog_distance
  • GL_NV_fragment_coverage_to_color
  • GL_NV_fragment_program
  • GL_NV_fragment_program_option
  • GL_NV_fragment_program2
  • GL_NV_fragment_shader_interlock
  • GL_NV_framebuffer_mixed_samples
  • GL_NV_framebuffer_multisample_coverage
  • GL_NV_geometry_shader4
  • GL_NV_geometry_shader_passthrough
  • GL_NV_gpu_program4
  • GL_NV_internalformat_sample_query
  • GL_NV_gpu_program4_1
  • GL_NV_gpu_program5
  • GL_NV_gpu_program5_mem_extended
  • GL_NV_gpu_program_fp64
  • GL_NV_gpu_shader5
  • GL_NV_half_float (OpenGL 3.0)
  • GL_NV_light_max_exponent
  • GL_NV_multisample_coverage
  • GL_NV_multisample_filter_hint
  • GL_NV_occlusion_query (Requires OpenGL 1.3)
  • GL_NV_packed_depth_stencil
  • GL_NV_parameter_buffer_object
  • GL_NV_parameter_buffer_object2
  • GL_NV_path_rendering
  • GL_NV_path_rendering_shared_edge
  • GL_NV_pixel_data_range
  • GL_NV_point_sprite
  • GL_NV_primitive_restart (OpenGL 3.1)
  • GL_NV_register_combiners
  • GL_NV_register_combiners2
  • GL_NV_sample_locations
  • GL_NV_sample_mask_override_coverage
  • GL_NV_shader_atomic_counters
  • GL_NV_shader_atomic_float
  • GL_NV_shader_atomic_fp16_vector
  • GL_NV_shader_atomic_int64
  • GL_NV_shader_buffer_load
  • GL_NV_shader_storage_buffer_object
  • GL_NV_texgen_reflection (Requires OpenGL 1.3)
  • GL_NV_texture_barrier
  • GL_NV_texture_compression_vtc
  • GL_NV_texture_env_combine4
  • GL_NV_texture_multisample
  • GL_NV_texture_rectangle
  • GL_NV_texture_shader
  • GL_NV_texture_shader2
  • GL_NV_texture_shader3
  • GL_NV_transform_feedback
  • GL_NV_transform_feedback2
  • GL_NV_uniform_buffer_unified_memory
  • GL_NV_vertex_array_range
  • GL_NV_vertex_array_range2
  • GL_NV_vertex_attrib_integer_64bit
  • GL_NV_vertex_buffer_unified_memory
  • GL_NV_vertex_program
  • GL_NV_vertex_program1_1
  • GL_NV_vertex_program2
  • GL_NV_vertex_program2_option
  • GL_NV_vertex_program3
  • GL_NV_viewport_array2
  • GL_NVX_conditional_render
  • GL_NVX_gpu_memory_info
  • GL_NVX_nvenc_interop
  • GL_NV_shader_thread_group
  • GL_NV_shader_thread_shuffle
  • GL_KHR_blend_equation_advanced (OpenGL 4.5)
  • GL_KHR_blend_equation_advanced_coherent
  • GL_SGIS_generate_mipmap (Requires OpenGL 1.4)
  • GL_SGIS_texture_lod (Requires OpenGL 1.2)
  • GL_SGIX_depth_texture
  • GL_SGIX_shadow
  • GL_SUN_slice_accum
  • GL_WIN_swap_hint
  • WGL_EXT_swap_control (Requires OpenGL 1.2)
  • WGL_ARB_buffer_region
  • WGL_ARB_create_context (OpenGL 3.0)
  • WGL_ARB_create_context_profile
  • WGL_ARB_create_context_robustness (OpenGL 4.1)
  • WGL_ARB_context_flush_control (OpenGL 4.5)
  • WGL_ARB_extensions_string
  • WGL_ARB_make_current_read
  • WGL_ARB_multisample
  • WGL_ARB_pbuffer
  • WGL_ARB_pixel_format
  • WGL_ARB_pixel_format_float
  • WGL_ARB_render_texture (Requires OpenGL 1.1)
  • WGL_ATI_pixel_format_float (Requires OpenGL 1.3)
  • WGL_EXT_create_context_es_profile
  • WGL_EXT_create_context_es2_profile
  • WGL_EXT_extensions_string
  • WGL_EXT_framebuffer_sRGB (OpenGL 2.0)
  • WGL_EXT_pixel_format_packed_float (OpenGL 2.0)
  • WGL_EXT_swap_control_tear
  • WGL_NVX_DX_interop
  • WGL_NV_DX_interop
  • WGL_NV_DX_interop2
  • WGL_NV_bridged_display
  • WGL_NV_copy_image
  • WGL_NV_delay_before_swap
  • WGL_NV_float_buffer
  • WGL_NV_multisample_coverage
  • WGL_NV_render_depth_texture
  • WGL_NV_render_texture_rectangle

Get Schooled with NVIDIA at GDC

Get Schooled with NVIDIA at GDC-March 14-18 at San Francisco’s Moscone Center

Get Schooled with NVIDIA at GDC-March 14-18 at San Francisco’s Moscone Center

This is our most exciting Game Developers Conference yet.

GDC is all about developers. And we’ll be at the show March 14-18 at San Francisco’s Moscone Center working with, training and meeting developers.

We have two days of hands on training where we’ll show how to debug and profile using real game code. We also have 15 talks about advanced rendering techniques, Vulkan, profiling, Android development and, of course, virtual reality.

There will be NVIDIA engineers at our GDC booth showing off new GameWorks technologies, Vulkan and VRWorks. So stop by and meet us face to face.  We love to meet with developers.

Here’s a quick rundown of what we’re up to:

Advanced Graphics Techniques Tutorial Day (Monday)

This day-long tutorial provides an in-depth look at how DirectX technologies can be applied to cutting-edge PC game graphics. We’ll be placing special emphasis on the new programming model and hardware capabilities enabled by DirectX 12. These will be delivered by NVIDIA’s and AMD’s demo and developer technology teams as well as some of the top game developers.

NVIDIA Tools Labs (Tues and Weds)

Come and get schooled using the industries best debugging and profiling tools for both Android and PC development in one of our hands on Tools labs. You’ll get hands on experience using our tools with real game code. It is also a great opportunity to meet our engineers.

To sign up, please visit the links below:

Presentations from NVIDIA (Wed, Thurs, Fri)

We have 16 presentations spread over three days, covering virtual reality to DirectX 12 and Vulkan to high performance Android development with NVIDIA SHIELD. If you make games, we have some talks you should come to.

Wednesday, March 16th | West Hall, Room 3014

  • Give life to your 3D art with MDL and NVIDIA Iray in Substance Painter | 9:30 am to 10:30 am
  • High-performance, Low-Overhead Rendering with OpenGL and Vulkan | 11:00 am – 12:00 pm
  • Advanced Rendering with DirectX | 12:30 pm – 1:30 pm
  • Advanced Geometrically Correct Shadows for Modern Game Engines | 2:00 pm – 3:00 pm
  • Fast, Flexible, Physically-Based Volumetric Light Scattering | 3:30 pm – 4:30 pm
  • Advanced Ambient Occlusion Methods for Modern Games | 5:00 pm – 6:00 pm

Thursday, March 17th | West Hall, Room 3014

  • From the Lab Bench: Real-Time Rendering Advances from NVIDIA Research | 10:00 am to 11:00 am
  • Raise your Game with NVIDIA GeForce Tools | 11:30 am – 12:30 pm
  • Rendering Faster and Better With NVIDIA VRWorks VR in UE4 | 12:45 pm – 1:45 pm
  • Vulkan and NVIDIA – The Essentials | 2:00 pm – 2:30 pm
  • Designing a VR renderer and engine for modern CPU/GPUs using MaxPlay’s Game Development Suite (GDS) sponsored by NVIDIA | 3:00 pm – 3:30 pm
  • Android TV Gaming: Designing (and Programming) for Success on Marshmallow | 4:00 pm – 5:00 pm
  • Borderlands: The Pre-Sequel on Android – AAA porting with NVIDIA CodeWorks | 5:30 pm – 6:30 pm

Friday, March 18th | West Hall, Room 3014

  • Streaming Games from the Cloud with GeForce NOW | 10:00 am to 11:00 am
  • Indie Guide to Leveraging Industry Partnerships | 11:30 am – 12:00 pm
  • Magical Realism: The Art of Creating Everest in Your Living Room with VR | 12:15 pm – 1:15 pm

Full details of all these talks can be found on our NVIDIA Developer Zone GDC2016 page.



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  • CV Resume Ahmadrezar Razian-سید احمدرضا رضیان-رزومه Resume Full name Sayed Ahmadreza Razian Nationality Iran Age 36 (Sep 1982) Website ahmadrezarazian.ir  Email ...
  • CV Resume Ahmadrezar Razian-سید احمدرضا رضیان-رزومه معرفی نام و نام خانوادگی سید احمدرضا رضیان محل اقامت ایران - اصفهان سن 33 (متولد 1361) پست الکترونیکی ahmadrezarazian@gmail.com درجات علمی...
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About me

My name is Sayed Ahmadreza Razian and I am a graduate of the master degree in Artificial intelligence .
Click here to CV Resume page

Related topics such as image processing, machine vision, virtual reality, machine learning, data mining, and monitoring systems are my research interests, and I intend to pursue a PhD in one of these fields.

جهت نمایش صفحه معرفی و رزومه کلیک کنید

My Scientific expertise
  • Image processing
  • Machine vision
  • Machine learning
  • Pattern recognition
  • Data mining - Big Data
  • CUDA Programming
  • Game and Virtual reality

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