NVIDIA Cg Training Workshops at Siggraph Already Full
Company Adds Evening Sessions to Accommodate High Developer Demand
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FOR IMMEDIATE RELEASE:
SANTA CLARA, CA — JULY 18, 2002 — NVIDIA® Corporation (Nasdaq: NVDA), the worldwide leader in visual processing solutions, today announced it has added evening sessions to meet high developer demand for Cg education at the SIGGRAPH 2002 conference. In addition to the 12 planned sessions over July 22-25, NVIDIA will offer a 5:30-7:00 p.m. workshop on July 22, 23 and 24. Pre-registration for these evening sessions is available at http://developer.nvidia.com/view.asp?FO=shaderworkshop. NVIDIA will also make additional seats available in its daytime sessions for on-site registrants. All workshops will be held in room 101B of the Henry B. Gonzalez Convention Center in San Antonio, Texas.
Emerging as “C” for the graphics world, this high-level language revolutionizes the development of film-like special effects for real-time desktop applications, including digital content creation (DCC), games, and computer-aided design (CAD). Each 90-minute Cg Shader Workshop session will introduce developers and artists to the tools and workflow for real-time shader development. The workshop also includes the chance to write a number of shader programs. Classes are limited to 20 students for maximum effectiveness and will be taught by NVIDIA OpenGL® and DirectX® developer technology engineers. The seminar is geared toward graphics programmers and technical directors in search of easier and more powerful methods of writing compelling real-time effects.
“Cg represents a major advancement for achieving real-time cinematic effects,” explains Dan Vivoli, vice president of marketing at NVIDIA. “This training seminar series gives developers a great opportunity to try out the NVIDIA Cg Toolkit in an intimate setting and under the careful guidance of our technical experts. They’ll see for themselves how much faster and easier it is to program effects in a common, familiar C-like syntax.”
The industry-standard Cg Language was developed in close collaboration with Microsoft® Corporation and is compatible with Microsoft’s recently announced High Level Shading Language for DirectX 9.0. The Cg Language gives content developers a new level of abstraction, removing the need for them to program directly to the graphics hardware assembly language, and thereby more easily target OpenGL, DirectX 8.0 and DirectX 9.0.
Last month, NVIDIA announced the NVIDIA Cg Toolkit, comprised of the NVIDIA Cg Compiler 1.0, optimized for DirectX and OpenGL; the NVIDIA Cg Browser, a prototyping/visualization environment with a large library of Cg shaders; a CgFX file format; the Cg Standard Library; and a collection of pre-written Cg shaders which can be used for a variety of applications, ranging from game development to digital content creation and computer-aided design. The NVIDIA Cg Toolkit and other user documentation can be downloaded at http://developer.nvidia.com/cg. For more information about NVIDIA Cg solutions, please visit the NVIDIA Web site at: www.nvidia.com/view.asp?IO=cg . For a community perspective on Cg and shaders, visit the Web site: www.cgshaders.org. To hear what developers are saying about Cg, please visit www.nvidia.com/view.asp?IO=cg_testimonials.
NVIDIA Corporation (Nasdaq - NVDA), located in Santa Clara, CA, is the global leader in advanced graphics and multimedia processing technology for the consumer and professional computing markets. Its 2D, 3D, video and multimedia capabilities make NVIDIA one of the premier semiconductor companies in the world. NVIDIA offers a wide range of products and services, delivering superior performance and crisp visual quality for PC-based applications such as manufacturing, science, e-business, entertainment and education.
Certain statements in this press release, including the statements relating to the Company's performance expectations for NVIDIA's family of products and expectations of continued revenue growth, are forward-looking statements that are subject to risks and uncertainties that could cause results to be materially different than expectations. Such risks and uncertainties include, but are not limited to, manufacturing and other delays relating to new products, difficulties in the fabrication process and dependence of the Company on third-party manufacturers, general industry trends including cyclical trends in the PC and semiconductor industries, the impact of competitive products and pricing alternatives, market acceptance of the Company's new products, and the Company's dependence on third-party developers and publishers. Investors are advised to read the Company's Annual Report on Form 10-K and quarterly reports on Form 10-Q filed with the Securities and Exchange Commission, particularly those sections entitled "Certain Business Risks," for a fuller discussion of these and other risks and uncertainties.
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