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NVIDIA Scene Graph NVSG 3.2 SDK Incorporates SLI™ Technology, Tunes Performance and Includes Latest Cg 1.5 and Volume Rendering Features
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FOR IMMEDIATE RELEASE:
SIGGRAPH 2006—BOSTON, MA—August 1, 2006— NVIDIA Corporation (Nasdaq: NVDA), the worldwide leader in programmable graphics processor technologies, today released the latest version of its NVIDIA Scene Graph Software Development Kit (NVSG SDK), allowing developers to optimize applications and exploit the latest professional graphics processing hardware. The NVIDIA NVSG 3.2 is widely used in a range of markets—from automotive styling and design to broadcast graphics and game development—and is available at no charge to developer partners of NVIDIA.
NVIDIA NVSG Version 3.2 offers several new features and performance improvements, including:
The NVSG SDK is an object-oriented programming library (C++) that simplifies and speeds the development of high-performance 3D applications. The library also provides a comprehensive set of classes developers can combine and extend to create fast, reliable graphics applications.
"The NVIDIA scene graph provides application developers with a software infrastructure to quickly create sophisticated and high-performance 3D graphics applications," said Jeff Brown, general manager, NVIDIA Professional Solutions Group. "This new version of NVSG is highly extensible, GPU-centric and shader aware; it is also operating system and graphics API independent, and offers cluster and multiprocessing/multi-threading support. The enhanced list of features in NVSG makes it an extremely robust, future-proof scene graph."
NVSG can be used to develop high-performance 3D applications for visual simulation, manufacturing, simulation-based design, scientific and medical visualization, broadcast video, architectural walkthroughs and computer-aided design. NVSG enables developers to make optimal use of the hardware performance and sophisticated feature set of NVIDIA Quadro® graphics. NVSG operates on top of the OpenGL® application programming interfaces (API) in either 32-or 64-bit Microsoft Windows or Linux operating system environments. NVSG is architected to allow for the integration of other rendering platforms such as Microsoft® DirectX®.
In addition to being API and operating system independent, NVSG takes advantage of higher-level shader interchange formats. It features optimized memory management for NVSG objects, can be applied to clusters when used in conjunction with a genlock-capable NVIDIA Quadro® FX graphics solution, and supports multithreading and multi-pass rendering. Open and easily extensible, NVSG allows developers to create their own interfaces to add a variety of import and export file formats.
NVSG 3.2 is available for download at www.developer.nvidia.com .
NVIDIA Corporation is the worldwide leader in programmable graphics processor technologies. The Company creates innovative, industry-changing products for computing, consumer electronics, and mobile devices. NVIDIA is headquartered in Santa Clara, California and has offices throughout Asia, Europe, and the Americas. For more information, visit www.nvidia.com.
Certain statements in this press release including, but not limited to, the features, benefits, performance, possible uses and capabilities of the NVIDIA Scene Graph Software Development Kit, markets using NVIDIA NVSG 3.2, and use with NVIDIA Quadro graphics 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, software defects, delays related to release of new products, market acceptance of our technology, the impact of competitive products, unanticipated loss of performance, changes in industry standards and interfaces, our dependence on third-party developers and publishers and other risks detailed from time to time in the NVIDIA reports filed with the Securities and Exchange Commission including its Form 10-Q for the quarter ended April 30, 2006. These forward-looking statements speak only as of the date hereof. NVIDIA disclaims any obligation to update these forward-looking statements.