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Maxwell Architecture
Maxwell is the codename for a GPU microarchitecture developed by Nvidia Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curti ... as the successor to the Kepler (microarchitecture), Kepler microarchitecture. The Maxwell architecture was introduced in later models of the GeForce 700 series and is also used in the GeForce 800M series, GeForce 900 series, and Nvidia Quadro, Quadro Mxxx series, as well as some Nvidia Jetson, Jetson products. The first Maxwell-based products were the GeForce GTX 745 (OEM), GeForce GTX 750, and the GeForce GTX 750 Ti. Both were released on February 18, 2014, both with the chip code number GM107. Earlier GeForce 700 series GPUs had used Kepler (microarchitecture), Kepler chips with the code numbers GK1xx. First-generation Maxwell GPUs (code numbers GM10x) are al ...
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James Clerk Maxwell
James Clerk Maxwell (13 June 1831 – 5 November 1879) was a Scottish physicist and mathematician who was responsible for the classical theory of electromagnetic radiation, which was the first theory to describe electricity, magnetism and light as different manifestations of the same phenomenon. Maxwell's equations for electromagnetism achieved the Unification (physics)#Unification of magnetism, electricity, light and related radiation, second great unification in physics, where Unification (physics)#Unification of gravity and astronomy, the first one had been realised by Isaac Newton. Maxwell was also key in the creation of statistical mechanics. With the publication of "A Dynamical Theory of the Electromagnetic Field" in 1865, Maxwell demonstrated that electric force, electric and magnetic fields travel through space as waves moving at the speed of light. He proposed that light is an undulation in the same medium that is the cause of electric and magnetic phenomena. (Th ...
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Nvidia NVDEC
NVDEC (formerly known as NVCUVID) is a feature in its graphics cards that performs video decoding, offloading this compute-intensive task from the CPU. NVDEC is a successor of PureVideo and is available in Kepler and later Nvidia GPUs. It is accompanied by NVENC for video ''encoding'' in Nvidia's Video Codec SDK. Technology NVDEC can offload video decoding to full fixed-function decoding hardware (Nvidia PureVideo), or (partially) decode via CUDA software running on the GPU, if fixed-function hardware is not available. Depending on the GPU architecture, the following codecs are supported: * MPEG-2 * VC-1 * H.264 (AVC) * H.265 (HEVC) * VP8 * VP9 * AV1 Versions NVCUVID was originally distributed as part of the Nvidia CUDA Toolkit. Later, it was renamed to NVDEC and moved to the Nvidia Video Codec SDK. Operating system support NVDEC is available for Windows and Linux operating systems. As NVDEC is a proprietary API (as opposed to the open-source VDPAU API), it is only ...
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List Of Nvidia Graphics Processing Units
This list contains general information about graphics processing units (GPUs) and video cards from Nvidia, based on official specifications. In addition some Comparison of Nvidia nForce chipsets, Nvidia motherboards come with integrated onboard GPUs. Limited/special/collectors' editions or AIB versions are not included. Field explanations The fields in the table listed below describe the following: * ''Model'' – The marketing name for the processor, assigned by Nvidia. * ''Launch'' – Date of release for the processor. * ''Code name'' – The internal engineering codename for the processor (typically designated by an NVXY name and later GXY where X is the series number and Y is the schedule of the project for that generation). * ''Semiconductor device fabrication, Fab'' – Fabrication process. Average feature size of components of the processor. * ''Bus (computing), Bus interface'' – Bus by which the graphics processor is attached to the system (typically an expansion slot, ...
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List Of Eponyms Of Nvidia GPU Microarchitectures
This is a list of eponyms of Nvidia GPU microarchitectures. The eponym An eponym is a noun after which or for which someone or something is, or is believed to be, named. Adjectives derived from the word ''eponym'' include ''eponymous'' and ''eponymic''. Eponyms are commonly used for time periods, places, innovati ... in this case is the person after whom an architecture is named. Listed are the person, their portrait, their profession or areas of expertise, their birth year, their death year, their country of origin, the microarchitecture named after them, and the year of release of the GPU architecture. References {{DEFAULTSORT:Eponyms of Nvidia GPU microarchitectures Graphics microarchitectures Lists of eponyms Lists of code names Nvidia graphics processors Nvidia microarchitectures ...
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NVLink
NVLink is a wire-based serial multi-lane near-range communications protocol, communications link developed by Nvidia. Unlike PCI Express, a device can consist of multiple NVLinks, and devices use mesh networking to communicate instead of a central hub (network science), hub. The protocol was first announced in March 2014 and uses a proprietary high-speed signaling interconnect (NVHS). Principle NVLink is developed by Nvidia for data and control code transfers in processor systems between CPUs and GPUs and solely between GPUs. NVLink specifies a point-to-point (telecommunications), point-to-point connection with data rates of 20, 25 and 50 Gbit/s (v1.0/v2.0/v3.0+ resp.) per differential pair. For NVLink 1.0 and 2.0 eight differential pairs form a "sub-link" and two "sub-links", one for each direction, form a "link". Starting from NVlink 3.0 only four differential pairs form a "sub-link". For NVLink 2.0 and higher the total data rate for a sub-link is 25 GB/s and the tota ...
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FLOPS
Floating point operations per second (FLOPS, flops or flop/s) is a measure of computer performance in computing, useful in fields of scientific computations that require floating-point calculations. For such cases, it is a more accurate measure than measuring instructions per second. Floating-point arithmetic Floating-point arithmetic is needed for very large or very small real numbers, or computations that require a large dynamic range. Floating-point representation is similar to scientific notation, except computers use base two (with rare exceptions), rather than base ten. The encoding scheme stores the sign, the exponent (in base two for Cray and VAX, base two or ten for IEEE floating point formats, and base 16 for IBM Floating Point Architecture) and the significand (number after the radix point). While several similar formats are in use, the most common is ANSI/IEEE Std. 754-1985. This standard defines the format for 32-bit numbers called ''single precision'', a ...
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Tessellation (computer Graphics)
In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called ''vertex sets'') presenting objects in a scene into suitable structures for Rendering (computer graphics), rendering. Especially for Real-time computer graphics, real-time rendering, data is polygon triangulation, tessellated into triangles, for example in OpenGL, OpenGL 4.0 and Direct3D 11. In graphics rendering A key advantage of tessellation for realtime graphics is that it allows detail to be dynamically added and subtracted from a 3D polygon mesh and its silhouette edges based on control parameters (often camera distance). In previously leading realtime techniques such as parallax mapping and bump mapping, surface details could be simulated at the pixel level, but silhouette edge detail was fundamentally limited by the quality of the original dataset. In Direct3D 11 pipeline (a part of DirectX 11), the graphics primitive is the Bézier curve, patch. The ''tessellator'' generates a ...
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Global Illumination
Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting Lighting or illumination is the deliberate use of light to achieve practical or aesthetic effects. Lighting includes the use of both artificial light sources like lamps and light fixtures, as well as natural illumination by capturing daylight. ... to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (''direct illumination''), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not (''indirect illumination''). Theoretically, reflections, refractions, and shadows are all examples of global illumination, because when simulating them, one object affects the rendering of another (as opposed to an object being affected only by a direct source of light). In practice, however, only the simulati ...
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UEFI GOP
Unified Extensible Firmware Interface (UEFI, as an acronym) is a specification for the firmware architecture of a computing platform. When a computer is powered on, the UEFI implementation is typically the first that runs, before starting the operating system. Examples include AMI Aptio, Phoenix SecureCore, TianoCore EDK II, and InsydeH2O. UEFI replaces the BIOS that was present in the boot ROM of all personal computers that are IBM PC compatible, although it can provide backwards compatibility with the BIOS using CSM booting. Unlike its predecessor, BIOS, which is a de facto standard originally created by IBM as proprietary software, UEFI is an open standard maintained by an industry consortium. Like BIOS, most UEFI implementations are proprietary. Intel developed the original ''Extensible Firmware Interface'' (''EFI'') specification. The last Intel version of EFI was 1.10 released in 2005. Subsequent versions have been developed as UEFI by the UEFI Forum. UEFI is i ...
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Tiled Rendering
Tiled rendering is the process of subdividing a computer graphics image by a regular grid in optical space and rendering each section of the grid, or ''tile'', separately. The advantage to this design is that the amount of memory and bandwidth is reduced compared to '' immediate mode'' rendering systems that draw the entire frame at once. This has made tile rendering systems particularly common for low-power handheld device use. Tiled rendering is sometimes known as a "sort middle" architecture, because it performs the sorting of the geometry in the middle of the graphics pipeline instead of near the end. Basic concept Creating a 3D image for display consists of a series of steps. First, the objects to be displayed are loaded into memory from individual ''models''. The system then applies mathematical functions to transform the models into a common coordinate system, the ''world view''. From this world view, a series of polygons (typically triangles) is created that approximates t ...
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