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Cg Compiler Version 1.0 Now Available
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FOR IMMEDIATE RELEASE:
SANTA CLARA, CA—DECEMBER 20, 2002—NVIDIA Corporation (Nasdaq: NVDA), the worldwide leader in visual processing solutions, today announced the availability of the NVIDIA Cg Compiler version 1.0. The NVIDIA® Cg Compiler is designed to generate real-time shaders from the high level shading language syntax developed by NVIDIA. The Cg Compiler version 1.0 is compatible with Microsoft DirectX® 9.0, released earlier today. NVIDIA’s Cg Compiler generates code for both DirectX and OpenGL® platforms and is compatible with any graphics processing unit (GPU) that is OpenGL 1.4 (or higher) or DirectX 8.0 (or higher) compliant.
A critical companion to NVIDIA’s recently announced GeForce™ FX GPU family, the Cg language is a C-like high level graphics programming language that, when combined with a modern GPU such as NVIDIA’s GeForce™ FX, allows 3D content developers to create cinematic-caliber, real-time worlds and characters. The combination of a simple-to-use programming language and the cinematic computing platform will allow developers to create real-time graphics content that is similar to film quality rendering.
The Cg tool kit provides a turnkey solution that significantly speeds up development time. Yeti Studios, a game development house based in the United Kingdom, is taking advantage of Cg to bring Gun Metal to the PC platform. “Cg provides us with a huge advantage, as it allows us to write code once and compile it anywhere,” commented Phil Wilson, development director for Yeti Studios, the creators of Gun Metal. “We had a very specific design vision for Gun Metal and Cg has allowed us to turn our vision into a vivid reality. We’ve taken full advantage of the NVIDIA hardware advancements and new software tools, such as DirectX 9.0, to propel gamers into the intricately detailed Gun Metal world for a gaming experience they won’t soon forget.”
NDL, makers of a 3D graphics engine used to propel games including “Dark Age of Camelot: Shrouded Isles” and “The Elder Scrolls III: Tribunal,” are taking advantage of Cg to provide 3D artists with more control. “NDL’s goal to make it as easy as possible for game developers to immediately use pixel and vertex shader code,” said John Austin, president of NDL. “Our next release will include the capability to directly read in CgFX files, preview exactly how the effect will look in the game, and allow the artist to tweak all of the necessary parameters without ever leaving their art tool, and without the need for a programmer. Game developers will have an unprecedented degree of flexibility and control over the graphics in their games.”
“All the pieces for cinematic computing are finally coming in to play, in a very attainable way,” said Ned Finkle, vice president of strategic marketing at NVIDIA. “We’ve seen tremendous support from both the DCC and game development communities since Cg was introduced, with Cg plug-ins being introduced and games, such as Gun Metal, reaching new levels of visual quality. With the availability of new APIs, and soon GeForce FX, it will be exciting to watch developers use these tools to take us into a new era of cinematic computing.”
NVIDIA Corporation is a market leader in visual computing technology dedicated to creating products that enhance the interactive experience on consumer and professional computing platforms. Its graphics and communications processors have broad market reach and are incorporated into a wide variety of computing platforms, including consumer digital-media PCs, enterprise PCs, professional workstations, digital content creation systems, notebook PCs, military navigation systems and video games consoles. NVIDIA is headquartered in Santa Clara, California and employs more than 1,400 people worldwide. For more information, visit the company’s Web site at www.nvidia.com.
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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