A beta of NVIDIA's CUDA development environment, NVIDIA's new
technology for computing with GPUs, is now posted on
developer.nvidia.com. This beta release of CUDA contains a C-compiler
for the GPU and an SDK with examples to get you started coding to the
GPU.
GPU Computing with CUDA is a new approach to computing
where hundreds of on-chip processors simultaneously communicate and
cooperate to solve complex computing problems. Applications that
require mathematically intensive computing on large amounts of data are
ideal targets for GPU Computing.
NVIDIA’s CUDA technology
is available in GeForce® 8800 graphics products and future NVIDIA
Quadro® Professional Graphics solutions based on 8-series GPUs.
Developers are invited to download the beta version of the CUDA
Software Developers Kit (SDK) and C compiler for Windows XP and Linux
(RedHat Release 4 Update 3) from the NVIDIA Developer Web site at developer.nvidia.com/cuda. GPU Computing Forums for news, discussion and programming tips are also available at forums.nvidia.com.
Don't miss out on a chance to check out all our latest tools at our booth and talks at GDC:
- PerfKit 5.
Featuring powerful edit-and-continue for shaders and render states,
customizable graphs, DirectX 10 and Vista support, and much more.
- FX Composer 2.
Featuring DirectX and OpenGL support via HLSL, Cg, and COLLADA FX, as
well as powerful pipeline integration features for real production
environments.
- SDK 10. All-new code samples for DirectX, OpenGL, and CUDA.
- Texture Tools. Now more than 7x faster with GPU acceleration via CUDA, and support for DirectX 10 texture formats
- Shader Library. The world's largest shader library.
Don’t forget to pick up a free NVIDIA Developer Toolkit DVD at our booth (#5134)!
Come see NVIDIA at GDC 2007 where we will unleash the ultimate development platform for advanced game development! Check out our demos or get more in depth information on our latest and greatest development tools in our booth 5134 in the North Hall.
NVIDIA is proud to announce NVIDIA-powered products will also be showcased throughout the GDC 2007 show floor in select industry partners’ booths. For a complete list of participating partners, please visit http://www.nvidia.com/page/events.html.
And finally, for those of you interested in exploring job opportunities available at NVIDIA, make sure you visit our booth 1201 in the Career Pavilion.
- NVIDIA'S Latest Mobile SDK and Development Environment
- Monday 5th, 11:45-12:30, Room 120 (North Hall)
- Advanced Visual Effects in Direct3D, full day event (multi-vendor sessions)
- Monday, March 5th, Room 3008 (West Hall)
- Real World Experiences - NVIDIA Mobile Developers Speak Out
- Tuesday 6th 10:30-11:30, Room 120 (North Hall)
- NVIDIA Sessions, full day event on Thursday, March 8th, Room 3018 (West Hall)
- 09:00-10:00, NVIDIA FX Composer 2: A Comprehensive Shader Development Package
- 10:30-11:00, GPU Optimization with the Latest NVIDIA Performance Tools
- 12:00-01:00, GeForce 8800 OpenGL Extensions
- 02:30-03:30, NVIDIA Demo Team Secrets – Cascades
- 04:00-05:00, NVIDIA Demo Team Secrets – Adrianne
NVIDIA® Gelato® 2.1 Release Candidate 2 Available
A new version of the Gelato high-quality renderer is available for download from this page. Release candidate 2 has the latest features and bug fixes, notably:
- Support for Autodesk® Maya® 8.5
- Support for Autodesk® 3ds Max 9
- Support for Shave and a Haircut
- Significantly
faster raytracing than version 2.0 Gelato provides high-quality,
GPU-accelerated, non-real-time rendering using the NVIDIA Quadro® FX
and GeForce boards.
A final release of Gelato 2.1 is anticipated shortly.
NVIDIA has updated its collection
of OpenGL extension specifications. These updates include an unabridged
PDF collecting all NVIDIA-supported OpenGL extensions (2,097 pages) and
an abridged version (462 pages) with only the newest OpenGL extensions
for the latest GeForce 8 functionality.
These new extensions
for GeForce 8800 expose geometry shaders; constant buffers; texture
arrays; new compressed, integer, and packed texture formats; transform
feedback to stream out vertices into buffers; shadow cube maps;
programmable integer instructions; and more. Each PDF also contains a
table detailing which NVIDIA GPU architectures support which
extensions. Additionally, every specification is available in plain
text.
NVIDIA OpenGL Specifications