Take Control This GFN Thursday With New Stratus+ Controller From SteelSeries

GeForce NOW gives you the power to game almost anywhere, at GeForce quality. And with the latest controller from SteelSeries, members can stay in control of the action on Android and Chromebook devices.

This GFN Thursday takes a look at the SteelSeries Stratus+, now part of the GeForce NOW Recommended program.

And it wouldn’t be Thursday without new games, so get ready for six additions to the GeForce NOW library, including the latest season of Fortnite and a special in-game event for MapleStory that’s exclusive for GeForce NOW members.

The Power to Play, in the Palm of Your Hand

GeForce NOW transforms mobile phones into powerful gaming computers capable of streaming PC games anywhere. The best mobile gaming sessions are backed by recommended controllers, including the new Stratus+ by SteelSeries.

SteelSeries Stratus+
Take control of how you play with the new SteelSeries Stratus+.

The Stratus+ wireless controller combines precision with comfort, delivering a full console experience on a mobile phone and giving a competitive edge to Android and Chromebook gamers. Gamers can simply connect to any Android mobile or Chromebook device with Bluetooth Low Energy and play with a rechargeable battery that lasts up to 90 hours. Or they can wire in to any Windows PC via USB connection.

The controller works great with GeForce NOW’s RTX 3080 membership. Playing on select 120Hz Android phones, members can stream their favorite PC games at up to 120 frames per second.

SteelSeries’ line of controllers is part of the full lineup of GeForce NOW Recommended products, including optimized routers that are perfect in-home networking upgrades.

Get Your Game On

This week brings the start of Fortnite Chapter 3 Season 2, “Resistance.” Building has been wiped out. To help maintain cover, you now have an overshield and new tactics like sprinting, mantling and more. Even board an armored battle bus to be a powerful force or attach a cow catcher to your vehicle for extra ramming power. Join the Seven in the final battle against the IO to free the Zero Point. Don’t forget to grab the Chapter 3 Season 2 Battle Pass to unlock characters like Tsuki 2.0, the familiar foe Gunnar and The Origin.

MapleStory on GeForce NOW
Adventure and rewards await on this exclusive GeForce NOW quest.

Nexon, maker of popular global MMORPG MapleStory, is launching a special in-game quest — exclusive to GeForce NOW members. Level 30+ Maplers who log in using GeForce NOW will receive a GeForce NOW quest that grants players a Lil Boo Pet, and a GeForce NOW Event Box that can be opened 24 hours after acquiring. But hurry – this quest is only available March 24-April 28.

And since GFN Thursday means more games every week. This week includes open-ended, zombie-infested sandbox Project Zomboid. Play alone or survive with friends thanks to multiplayer support across persistent servers.

Project Zomboid on GeForce NOW
Finally, a game that proves you can learn valuable skills by watching TV. Won’t your mother be proud?

Feeling zombie shy? That’s okay, there’s always something new to play on GeForce NOW. Here’s the complete list of six titles coming this week:

Finally, the release timing for Lumote: The Mastermote Chronicles has shifted and will join GeForce NOW at a later date.

With the cloud making new ways to play PC games across your devices possible, we’ve got a question that may get you a bit nostalgic this GFN Thursday. Let us know your answer on Twitter:

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Orchestrated to Perfection: NVIDIA Data Center Grooves to Tune of Millionfold Speedups

The hum of a bustling data center is music to an AI developer’s ears — and NVIDIA data centers have found a rhythm of their own, grooving to the swing classic “Sing, Sing, Sing” in this week’s GTC keynote address.

The lighthearted video, created with the NVIDIA Omniverse platform, features Louis Prima’s iconic music track, re-recorded at the legendary Abbey Road Studios. Its drumming, dancing data center isn’t just for kicks — it celebrates the ability of NVIDIA data center solutions to orchestrate unprecedented AI performance.

Cutting-edge AI is tackling the world’s biggest challenges — but to do so, it needs the most advanced data centers, with thousands of hardware and software components working in perfect harmony.

At GTC, NVIDIA is showcasing the latest data center technologies poised to accelerate next-generation applications in business, research and art. To keep up with the growing demand for computing these applications, optimization is needed across the entire computing stack, as well as innovation at the level of distributed algorithms, software and systems.

Performance growth at the bottom of the computing stack, based on Moore’s law, can’t keep pace with the requirements of these applications. Moore’s law, which predicted a 2x growth in computing performance every other year, has yielded to Huang’s law — that GPUs will double AI performance every year.

Advancements across the entire computing stack, from silicon to application-level software, have contributed to an unprecedented million-x speedup in accelerated computing in the last decade. It’s not just about faster GPUs, DPUs and CPUs. Computing based on neural network models, advanced network technologies and distributed software algorithms all contribute to the data center innovation needed to keep pace with the demands of ever-growing AI models.

Through these innovations, the data center has become the single unit of computing. Thousands of servers work seamlessly as one, with NVIDIA Magnum IO software and new breakthroughs like the NVIDIA NVLink Switch System unveiled at GTC combining to link advanced AI infrastructure.

Orchestrated to perfection, an NVIDIA-powered data center will support innovations that are yet to be even imagined.

Developing a Digital Twin of the Data Center

The GTC video performance showcases a digital twin NVIDIA is building of its own data centers — a virtual representation of the physical supercomputer that NVIDIA designers and engineers can use to test new configurations or software builds before releasing updates to the physical system.

In addition to enabling continuous integration and delivery, a digital twin of a data center can be used to optimize operational efficiency, including response time, resource utilization and energy consumption.

Digital twins can help teams predict equipment failures, proactively replace weak links and test improvement measures before applying them. They can even provide a testing ground to fine-tune data centers for specific enterprise users or applications.

Applicable across industries and applications, digital twin technology is already being used as a powerful tool for warehouse optimizations, climate simulations, smart factory development and renewable energy planning.

In NVIDIA’s data center digital twin, viewers can spot flagship technologies including NVIDIA DGX SuperPOD and EGX-based NVIDIA-Certified systems with BlueField DPUs and InfiniBand switches. The performance also features a special appearance by Toy Jensen, an application built with Omniverse Avatar.

The visualization was developed in NVIDIA Omniverse, a platform for real-time world simulation and 3D design collaboration. Omniverse connects science and art by bringing together creators, developers, engineers and AIs across industries to work together in a shared virtual world.

Omniverse digital twins are true to reality, accurately simulating the physics and materials of their real counterparts. The realism allows Omniverse users to test out processes, interactions and new technologies in the digital space before moving to the physical world.

Every factory, neighborhood and city could one day be replicated as a digital twin. With connected sensors powered by edge computing, these sandbox environments can be continuously updated to reflect changes to the corresponding real-world assets or systems. They can help develop next-generation autonomous robots, smart cities and 5G networks.

A digital twin can learn the laws of physics, chemistry, biology and more, storing this information in its computing brain.

Just as kingdoms centuries ago sent explorers to travel the world and return with new knowledge, edge sensors and robots are today’s explorers for digital twin environments. Each sensor brings new observations back to the digital twin’s brain, which consolidates the data, learns from it and updates the autonomous systems within the virtual environment. This collective learning will tune digital twins to perfection.

Hear about the latest innovations in AI, accelerated computing and virtual world simulation at GTC, streaming online through March 24. Register free and learn more about data center acceleration in the session replay, “How to Achieve Millionfold Speedups in Data Center Performance.” Watch NVIDIA founder and CEO Jensen Huang’s keynote address below:

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What Is Path Tracing?

Turn on your TV. Fire up your favorite streaming service. Grab a Coke. A demo of the most important visual technology of our time is as close as your living room couch.

Propelled by an explosion in computing power over the past decade and a half, path tracing has swept through visual media.

It brings big effects to the biggest blockbusters, casts subtle light and shadow on the most immersive melodramas and has propelled the art of animation to new levels.

More’s coming.

Path tracing is going real time, unleashing interactive, photorealistic 3D environments filled with dynamic light and shadow, reflections and refractions.

So what is path tracing? The big idea behind it is seductively simple, connecting innovators in the arts and sciences over the span half a millennium.

What’s the Difference Between Rasterization and Ray Tracing?

First, let’s define some terms, and how they’re used today to create interactive graphics — graphics that can react in real time to input from a user, such as in video games.

The first, rasterization, is a technique that produces an image as seen from a single viewpoint. It’s been at the heart of GPUs from the start. Modern NVIDIA GPUs can generate over 100 billion rasterized pixels per second. That’s made rasterization ideal for real-time graphics, like gaming.

Ray tracing is a more powerful technique than rasterization. Rather than being constrained to finding out what is visible from a single point, it can determine what is visible from many different points, in many different directions. Starting with the NVIDIA Turing architecture, NVIDIA GPUs have provided specialized RTX hardware to accelerate this difficult computation. Today, a single GPU can trace billions of rays per second.

Being able to trace all of those rays makes it possible to simulate how light scatters in the real world much more accurately than is possible with rasterization. However, we still must answer the questions, how will we simulate light and how will we bring that simulation to the GPU?

What’s Ray Tracing? Just Follow the String

To better answer that question, it helps to understand how we got here.

David Luebke, NVIDIA vice president of graphics research, likes to begin the story in the 16th century with Albrecht Dürer — one of the most important figures of the Northern European Renaissance — who used string and weights to replicate a 3D image on a 2D surface.

Dürer made it his life’s work to bring classical and contemporary mathematics together with the arts, achieving breakthroughs in expressiveness and realism.

The string’s the thing: Albrecht Dürer was the first to describe what’s now known as “ray tracing,” a technique for creating accurate representations of 3D objects on a 2D surfaces in Underweysung der Messung (Nuremberg, 1538).

In 1538 with Treatise on Measurement, Dürer was the first to describe the idea of ray tracing. Seeing how Dürer described the idea is the easiest way to get your head around the concept.

Just think about how light illuminates the world we see around us.

Now imagine tracing those rays of light backward from the eye with a piece of string like the one Dürer used, to the objects that light interacts with. That’s ray tracing.

Ray Tracing for Computer Graphics

Turner Whitted’s 1979 paper, “An improved illumination model for shaded display,” jump-started a ray-tracing renaissance.

In 1969, more than 400 years after Dürer’s death, IBM’s Arthur Appel showed how the idea of ray tracing could be brought to computer graphics, applying it to computing visibility and shadows.

A decade later, Turner Whitted was the first to show how this idea could capture reflection, shadows and refraction, explaining how the seemingly simple concept could make much more sophisticated computer graphics possible. Progress was rapid in the following few years.

In 1984, Lucasfilm’s Robert Cook, Thomas Porter and Loren Carpenter detailed how ray tracing could incorporate many common filmmaking techniques — including motion blur, depth of field, penumbras, translucency and fuzzy reflections — that were, until then, unattainable in computer graphics.

Jim Kajiya’s 1986 paper, “The Rendering Equation,” not only outlined an elegant, physics-based equation for describing how light moves around in a scene, it outlined an efficient way to put it to work.

Two years later, CalTech professor Jim Kajiya’s crisp, seven-page paper, “The Rendering Equation,” connected computer graphics with physics by way of ray tracing and introduced the path-tracing algorithm, which makes it possible to accurately represent the way light scatters throughout a scene.

What’s Path Tracing?

In developing path tracing, Kajiya turned to an unlikely inspiration: the study of radiative heat transfer, or how heat spreads throughout an environment. Ideas from that field led him to introduce the rendering equation, which describes how light passes through the air and scatters from surfaces.

The rendering equation is concise, but not easy to solve. Computer graphics scenes are complex, with billions of triangles not being unusual today. There’s no way to solve the rendering equation directly, which led to Kajiya’s second crucial innovation.

Kajiya showed that statistical techniques could be used to solve the rendering equation: even if it isn’t solved directly, it’s possible to solve it along the paths of individual rays. If it is solved along the path of enough rays to approximate the lighting in the scene accurately, photorealistic images are possible.

And how is the rendering equation solved along the path of a ray? Ray tracing.

The statistical techniques Kajiya applied are known as Monte Carlo integration and date to the earliest days of computers in the 1940s. Developing improved Monte Carlo algorithms for path tracing remains an open research problem to this day; NVIDIA researchers are at the forefront of this area, regularly publishing new techniques that improve the efficiency of path tracing.

By putting these two ideas together — a physics-based equation for describing the way light moves around a scene — and the use of Monte Carlo simulation to help choose a manageable number of paths back to a light source, Kajiya outlined the fundamental techniques that would become the standard for generating photorealistic computer-generated images.

His approach transformed a field dominated by a variety of disparate rendering techniques into one that — because it mirrored the physics of the way light moved through the real world — could put simple, powerful algorithms to work that could be applied to reproduce a large number of visual effects with stunning levels of realism.

Path Tracing Comes to the Movies

In the years after its introduction in 1987, path tracing was seen as an elegant technique — the most accurate approach known — but it was completely impractical. The images in Kajiya’s original paper were just 256 by 256 pixels, yet they took over 7 hours to render on an expensive mini-computer that was far more powerful than the computers available to most other people.

But with the increase in computing power driven by Moore’s law — which described the exponential increase in computing power driven by advances that allowed chipmakers to double the number of transistors on microprocessors every 18 months — the technique became more and more practical.

Beginning with movies such as 1998’s A Bug’s Life, ray tracing was used to enhance the computer-generated imagery in more and more motion pictures. And in 2006, the first entirely path-traced movie, Monster House, stunned audiences. It was rendered using the Arnold software that was co-developed at Solid Angle SL (since acquired by Autodesk) and Sony Pictures Imageworks.

The film was a hit — grossing more than $140 million worldwide. And it opened eyes about what a new generation of computer animation could do. As more computing power became available, more movies came to rely on the technique, producing images that are often indistinguishable from those captured by a camera.

The problem: it still takes hours to render a single image and sprawling collections of servers — known as “render farms” — are running continuously to render images for months in order to make a complete movie. Bringing that to real-time graphics would take an extraordinary leap.

What Does This Look Like in Gaming?

For many years, the idea of path tracing in games was impossible to imagine. While many game developers would have agreed that they would want to use path tracing if it had the performance necessary for real-time graphics, the performance was so far off of real time that path tracing seemed unattainable.

Yet as GPUs have continued to become faster and faster, and now with the widespread availability of RTX hardware, real-time path tracing is in sight. Just as movies began incorporating some ray-tracing techniques before shifting to path tracing — games have started by putting ray tracing to work in a limited way.

Right now a growing number of games are partially ray traced. They combine traditional rasterization-based rendering techniques with some ray-tracing effects.

So what does path traced mean in this context? It could mean a mix of techniques. Game developers could rasterize the primary ray, and then path trace the lighting for the scene.

Rasterization is equivalent to casting one set of rays from a single point that stops at the first thing they hit. Ray tracing takes this further, casting rays from many points in any direction. Path tracing simulates the true physics of light, which uses ray tracing as one component of a larger light simulation system.

This would mean all lights in a scene are sampled stochastically — using Monte Carlo or other techniques — both for direct illumination, to light objects or characters, and for global illumination, to light rooms or environments with indirect lighting.

To do that, rather than tracing a ray back through one bounce, rays would be traced over multiple bounces, presumably back to their light source, just as Kajiya outlined.

A few games are doing this already, and the results are stunning.

Microsoft has released a plugin that puts path tracing to work in Minecraft.

Quake II, the classic shooter — often a sandbox for advanced graphics techniques — can also be fully path traced, thanks to a new plugin.

There’s clearly more to be done. And game developers will need to know customers have the computing power they need to experience path-traced gaming.

Gaming is the most challenging visual computing project of all: requiring high visual quality and the speed to interact with fast-twitch gamers.

Expect techniques pioneered here to spill out to every aspect of our digital lives.

What’s Next?

As GPUs continue to grow more powerful, putting path tracing to work is the next logical step.

For example, armed with tools such as Arnold from Autodesk, V-Ray from Chaos Group or Pixar’s Renderman — and powerful GPUs — product designers and architects use ray tracing to generate photorealistic mockups of their products in seconds, letting them collaborate better and skip expensive prototyping.

CAPTION: Ray tracing has proven itself to architects and lighting designers, who are using its capabilities to model how light interacts with their designs.

As GPUs offer ever more computing power, video games are the next frontier for ray tracing and path tracing.

In 2018, NVIDIA announced NVIDIA RTX, a ray-tracing technology that brings real-time, movie-quality rendering to game developers.

NVIDIA RTX, which includes a ray-tracing engine running on NVIDIA Volta and Ampere architecture GPUs, supports ray tracing through a variety of interfaces.

And NVIDIA has partnered with Microsoft to enable full RTX support via Microsoft’s new DirectX Raytracing (DXR) API.

Since then, NVIDIA has continued to develop NVIDIA RTX technology, as more and more developers create games that support real-time ray tracing.

Minecraft even includes support for real-time path tracing, turning the blocky, immersive world into immersive landscapes swathed with light and shadow.

Thanks to increasingly powerful hardware, and a proliferation of software tools and related technologies, more is coming.

As a result, digital experiences — games, virtual worlds and even online collaboration tools — will take on the cinematic qualities of a Hollywood blockbuster.

So don’t get too comfy. What you’re seeing from your living room couch is just a demo of what’s to come in the world all around us.

 

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NVIDIA Showcases Novel AI Tools in DRIVE Sim to Advance Autonomous Vehicle Development

Autonomous vehicle development and validation require the ability to replicate real-world scenarios in simulation.

At GTC, NVIDIA founder and CEO Jensen Huang showcased new AI-based tools for NVIDIA DRIVE Sim that accurately reconstruct and modify actual driving scenarios. These tools are enabled by breakthroughs from NVIDIA Research that leverage technologies such as NVIDIA Omniverse platform and NVIDIA DRIVE Map.

Huang demonstrated the methods side-by-side, showing how developers can easily test multiple scenarios in rapid iterations:

Once any scenario is reconstructed in simulation, it can act as the foundation for many different variations — from changing the trajectory of an oncoming vehicle, or adding an obstacle to the driving path — giving developers the ability to improve the AI driver.

However, reconstructing real-world driving scenarios and generating realistic data from it in simulation is a time- and labor-intensive process. It requires skilled engineers and artists, and even then, can be difficult to do.

NVIDIA has implemented two AI-based methods to seamlessly perform this process: virtual reconstruction and neural reconstruction. The first replicates the real-world scenario as a fully synthetic 3D scene, while the second uses neural simulation to augment real-world sensor data.

Both methods are able to expand well beyond recreating a single scenario to generating many new and challenging scenarios. This capability accelerates the continuous AV training, testing and validation pipeline.

Virtual Reconstruction 

In the keynote video above, an entire driving environment and set of scenarios around NVIDIA’s headquarters are reconstructed in 3D using NVIDIA DRIVE Map, Omniverse and DRIVE Sim.

With DRIVE Map, developers have access to a digital twin of a road network in Omniverse. Using tools built on Omniverse, the detailed map is  converted into a drivable simulation environment that can be used with NVIDIA DRIVE Sim.

With the reconstructed simulation environment, developers can recreate events, like a close call at an intersection or navigating a construction zone, using camera, lidar and vehicle data from real-world drives.

The platform’s AI helps reconstruct the scenario. First, for each tracked object, an AI looks at camera images and finds the most similar 3D asset available from the DRIVE Sim catalog and color that most closely matches the color of the object from the video.

Finally, the actual path of the tracked object is recreated; however, there are often gaps because of occlusions. In such cases, an AI-based traffic model is applied to the tracked object to predict what it would have done and fill in the gaps in its trajectory.

Camera and lidar data from real drives are used with AI to reconstruct scenarios.

Virtual reconstruction enables developers to find potentially challenging situations to train and validate the AV system with high-fidelity data generated by physically based sensors and AI behavior models that can create many new scenarios. Data from the scenario can also train the behavior model.

Neural Reconstruction 

The other approach relies on neural simulation rather than synthetically generating the scene, starting with real sensor data then modifying it.

Sensor replay — the process of playing back recorded sensor data to test the AV system’s performance — is a staple of AV development. This process is open loop, meaning the AV stack’s decisions don’t affect the world since all of the data is prerecorded.

A preview of neural reconstruction methods by NVIDIA Research turn this recorded data into a fully reactive and modifiable world — as in the demo, when the originally recorded van driving past the car could be reenacted to swerve right instead. This revolutionary approach allows closed-loop testing and full interaction between the AV stack and the world it’s driving in.

The process starts with recorded driving data. AI identifies the dynamic objects in the scene and removes them to create an exact replica of the 3D environment that can be rendered from new views. Dynamic objects are then reinserted into the 3D scene with realistic AI-based behaviors and physical appearance, accounting for illumination and shadows.

The AV system then drives in this virtual world and the scene reacts accordingly. The scene can be made more complex through augmented reality by inserting other virtual objects, vehicles and pedestrians which are rendered as if they were part of the real scene and can physically interact with the environment.

Every sensor on the vehicle, including camera and lidar, can be simulated in the scene using AI.

A Virtual World of Possibilities 

These new approaches are driven by NVIDIA’s expertise in rendering, graphics and AI.

As a modular platform, DRIVE Sim supports these capabilities with a foundation of deterministic simulation. It provides the vehicle dynamics, AI-based traffic models, scenario tools and a comprehensive SDK to build any tool needed.

With these two powerful new AI methods, developers can easily move from the real world to the virtual one for faster AV development and deployment.

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NVIDIA Inception Introduces New and Updated Benefits for Startup Members to Accelerate Computing

This week at GTC, we’re celebrating – celebrating the amazing and impactful work that developers and startups are doing around the world.

Nowhere is that more apparent than among the members of our global NVIDIA Inception program, designed to nurture cutting-edge startups who are revolutionizing industries. The program is free for startups of all sizes and stages of growth, offering go-to-market support, expertise and technology.

Inception members are doing amazing things on NVIDIA platforms across a multitude of areas, from digital twins and climate science, to healthcare and robotics. Now with over 10,000 members in 110 countries, Inception is a true reflection of the global startup ecosystem.

And we’re continuing momentum by offering new benefits to help startups accelerate even more.

Expanded Benefits

Inception members are now eligible for discounts across the NVIDIA Enterprise Software Suite, including NVIDIA AI Enterprise (NVAIE), Omniverse Enterprise and Riva Enterprise. NVAIE is a cloud-native software suite that is optimized, certified and supported by NVIDIA to streamline AI development and deployment. NVIDIA Omniverse Enterprise positions startups to build high-quality 3D tools or to simplify and accelerate complex 3D workflows. NVIDIA Riva Enterprise helps easily develop real-time applications like virtual assistants, transcription services and chatbots.

These discounts provide Inception members greater access to NVIDIA software tools to build computing applications in alignment with their own solutions.

Another new benefit for Inception members is access to special leasing for NVIDIA DGX systems. Available now for members in the U.S., this offers an enhanced opportunity for startups to leverage DGX to deliver leading solutions for enterprise AI infrastructure at scale.

Inception members continue to receive credits and exclusive discounts for technical self-paced courses and instructor-led workshops through the NVIDIA Deep Learning Institute. Upcoming DLI workshops include “Building Conversational AI Applications” and “Applications of AI for Predictive Maintenance” and courses include “Building Real-TIme Video AI Applications” and “Deploying a Model for Inference at Production Scale.”

A Growing Ecosystem

NVIDIA Inception is home for startups to do all types of interesting work, and welcomes developers in every field, area and industry.

Within the program, healthcare is a leading field, with over 1,600 healthcare startups. This is followed closely by over 1,500 IT services startups, more than 825 media and entertainment (M&E) startups and upwards of 800 video analytics startups. More than 660 robotics startups are members of Inception, paving the next wave of AI, through digital and physical robots.

An indicator of Inception’s growing popularity is the increase in startups who are doing work in emerging areas, such as NVIDIA Omniverse, a development platform for 3D design collaboration and real-time, physically accurate simulation, as well as climate sciences and more. Several Inception startups are already developing on the Omniverse platform.

Inception member Charisma is leveraging Omniverse to build digital humans for virtual worlds, games and education. The company enters interactive dialogue into the Omniverse Audio2Face app, tapping into NVIDIA V100 Tensor Core GPUs in the cloud.

Another Inception member, RIOS, helps enterprises automate factories, warehouses and supply chain operations by deploying AI-powered end-to-end robotic workcells. The company is harnessing Isaac Sim on Omniverse, which it also uses for customer deployments.

And RADiCAL is developing computer vision technology focused on detecting and reconstructing 3D human motion from 2D content. The startup is already developing on Omniverse to accelerate its work.

In the field of climate science, many Inception members are also doing revolutionary work to push the boundaries of what’s possible.

Inception member TrueOcean is running NVIDIA DGX A100 systems to develop AI algorithms for predicting quantification of carbon dioxide capture within seagrass meadows as well as for understanding subsea geology. Seagrass meadows can absorb and store carbon in the oxygen-depleted seabed, where it decomposes much slower than on land.

In alignment with NVIDIA’s own plans to build the world’s most powerful AI supercomputer for predicting climate change, Inception member Blackshark provides a semantic, photorealistic 3D digital twin of Earth as a plugin for Unreal Engine, relying on Omniverse as one its platforms for building large virtual geographic environments.

If you’re a startup doing disruptive and exciting development, join NVIDIA Inception today.

Check out GTC sessions on Omniverse and climate change from NVIDIA Inception members. Registration is free. And watch NVIDIA founder and CEO Jensen Huang’s GTC keynote address, which features a new I AM AI video with Inception members HeartDub and PRENAV.

The post NVIDIA Inception Introduces New and Updated Benefits for Startup Members to Accelerate Computing appeared first on NVIDIA Blog.

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NVIDIA Omniverse Upgrade Delivers Extraordinary Benefits to 3D Content Creators

At GTC, NVIDIA announced significant updates for millions of creators using the NVIDIA Omniverse real-time 3D design collaboration platform.

The announcements kicked off with updates to the Omniverse apps Create, Machinima and Showroom, with an immement View release. Powered by GeForce RTX and NVIDIA RTX GPUs, they dramatically accelerate 3D creative workflows.

New Omniverse Connections are expanding the ecosystem and are now available in beta: Unreal Engine 5 Omniverse Connector and the Adobe Substance 3D Material Extension, with the Adobe Substance 3D Painter Omniverse Connector very close behind.

Maxon’s Cinema 4D now has Universal Scene Description (USD) support. Unlocking Cinema 4D workflows via OmniDrive brings deeper integration and flexibility to the Omniverse ecosystem.

Leveraging the hydra render delegate feature, artists can now use Pixar HDStorm, Chaos V-Ray, Maxon Redshift and OTOY Octane Hydra render delegates within the viewport of all Omniverse apps, with Blender Cycles coming soon.

Whether refining 3D scenes or exporting final projects, artists can switch between the lightning-fast Omniverse RTX Renderer or their preferred renderer, giving them ultimate freedom to create however they like.

The Junk Shop by Alex Treviño. Original Concept by Anaïs Maamar. Note Hydra render delegates displayed in the renderer toggle menu.

These updates and more are available today in the Omniverse launcher, free to download, alongside the March NVIDIA Studio Driver release.

To celebrate the Machinima app update, we’re kicking off the #MadeInMachinima contest, in which artists can remix iconic characters from Squad, Mount & Blade II: Bannerlord and Mechwarrior 5 into a cinematic short in Omniverse Machinima to win NVIDIA Studio laptops. The submission window opens on March 29 and runs through June 27. Visit the contest landing page for details.

Can’t Wait to Create

Omniverse Create allows users to interactively assemble full-fidelity scenes by connecting to their favorite creative apps. Artists can add lighting, simulate physically accurate scenes and choose to render with Omniverse’s advanced RTX Renderer, or their favorite Hydra Render delegate.

Create version 2022.1 includes USD support for NURBS curves, a type of curve modeling useful for hair, particles and more. Scenes can now be rendered in passes with arbitrary output variables, or AOVs, delivering more control to artists during the compositing stage.

Animation curve editing is now possible with the addition of a graph editor. The feature helps animators feel comfortable working in creative apps such as Autodesk Maya and Blender. They can iterate simpler, faster and more intuitively.

The new ActionGraph feature unlocks keyboard shortcuts and user-interface buttons to trigger complex events simultaneously.

Apply different colors and textures with ease in Omniverse Create.

NVIDIA PhysX 5.0 updates provide soft and deformable body support for objects such as fabric, jelly and balloons, adding further realism to scenes with no animation necessary.

VMaterials 2.0, a curated collection of MDL materials and lights, now has over 900 physical materials for artists to apply physically accurate, real-world materials to their scenes with just a double click, no shader writing necessary.

Several new Create features are also available in beta:

  • AnimGraph based on OmniGraph brings characters to life with a new graph editor for simple, no-code, realistic animations.
  • New animation retargeting allows artists to map animations from one character to another, automating complex animation tasks such as joint mapping, reference post matching and previewing. When used with AnimGraph, artists can automate character rigging, saving artists countless hours of manual, tedious work.
  • Users can drag and drop assets they own, or click on others to purchase directly from the asset’s product page. Nearly 1 million assets from TurboSquid by Shutterstock, Sketchfab and Reallusion ActorCore are directly searchable in the Omniverse asset browser.

This otherworldly set of features is Create-ing infectious excitement for 3D workflows.

Machinima Magic

Omniverse Machinima 2022.1 beta provides tools for artists to remix, recreate and redefine animated video game storytelling through immersive visualization, collaborative design and photorealistic rendering.

The integration of NVIDIA Maxine’s body pose estimation feature gives users the ability to track and capture motion in real time using a single camera — without requiring a MoCap suit — with live conversion from a 2D camera capture to a 3D model.

Prerecorded videos can now be converted to animations with a new easy-to-use interface.

The retargeting feature applies these captured animations to custom-built skeletons, providing an easy way to animate a character with a webcam. No fancy, expensive device necessary, just a webcam.

Sequencer functionality updates include a new user interface for easier navigation; new tools including splitting, looping, hold and scale; more drag-and-drop functionality to simplify pipelines; and a new audio graph display.

Stitching and building cinematics is now as intuitive as editing video projects.

Step Into the Showroom

Omniverse Showroom 2022.1 includes seven new scenes that invite the newest of users to get started and embrace the incredible possibilities and technology within the platform.

Artists can engage with tech demos showcasing PhysX, rigid and soft body dynamics, flow, combustible fluid, smoke and fire, and blast, featuring destruction and fractures.

Enjoy the View

Omniverse View 2022.1 will enable non-technical project reviewers to collaboratively and interactively review 3D design projects in stunning photorealism, with several astonishing new features.

Markup gives artists the ability to add 2D feedback based on their viewpoint, including shapes and scribbles, for 3D feedback in the cloud.

Turntable places an interactive scene on a virtual table that can be rotated to see how realistic lighting conditions affect the scene in real time, advantageous for high-end movie production and architects.

Teleport and Waypoints allow artists to easily jump around their scenes and preset fully interactive views of Omniverse scenes for sharing.

Omniverse Ecosystem Expansion Continues

New beta Omniverse Connectors and extensions add variety and versatility to 3D creative workflows.

Now available, an Omniverse Connector for Unreal Engine 5 allows live-sync workflows.

The Adobe Substance 3D Material extension is now available, with a beta Substance 3D Painter Omniverse Connector coming soon, enabling artists to achieve more seamless, live-sync texture and material workflows.

Maxon’s Cinema4D now supports USD and is compatible with OmniDrive, unlocking Omniverse workflows for visualization specialists.

Finally, a new CAD importer enables product designers to convert 26 popular CAD formats into Omniverse USD scenes.

More Machinima Magic — With Prizes

The #MadeInMachinima contest asks participants to build scenes and assets — composed of characters from Squad, Mount & Blade II: Bannerlord and Mechwarrior 5 — using Omniverse Machinima.

Legendary Halo Red vs. Blue Studio, Rooster Teeth, produced this magnificent cinematic short in Machinima. Take a look to see what’s possible.

Machinima expertise, while welcome, is not required; this contest is for creators of all levels. Three talented winners will get an NVIDIA Studio laptop, powerful and purpose-built with vivid color displays and blazing-fast memory and storage, to boost future Omniverse sessions.

Machinima will be prominently featured at the Game Developers Conference, where game artists, producers, developers and designers come together to exchange ideas, educate and inspire. At the show, we also launched Omniverse for Developers, providing a more collaborative environment for the creation of virtual worlds.

NVIDIA offers sessions at GDC to assist content creators featuring virtual worlds and AI, real-time ray tracing, and developer tools. Check out the complete list.

Launch or download Omniverse today.

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At GTC: NVIDIA RTX Professional Laptop GPUs Debut, New NVIDIA Studio Laptops, a Massive Omniverse Upgrade and NVIDIA Canvas Update

Digital artists and creative professionals have plenty to be excited about at NVIDIA GTC.

Impressive NVIDIA Studio laptop offerings from ASUS and MSI launch with upgraded RTX GPUs, providing more options for professional content creators to elevate and expand creative possibilities.

NVIDIA Omniverse gets a significant upgrade — including updates to the Omniverse Create, Machinima and Showroom apps; with an upcoming, imminent, View release. A new Unreal Engine Omniverse Connector beta is out now with our Adobe Substance 3D Painter Connector close behind.

Omniverse artists can now use Pixar HDStorm, Chaos V-Ray, Maxon Redshift and OTOY Octane Hydra render delegates within the viewport of all Omniverse apps, bringing more freedom and choice to 3D creative workflows, with Blender Cycles coming soon. Read our Omniverse blog for more details.

NVIDIA Canvas, the beta app sensation using advanced AI to quickly turn simple brushstrokes into realistic landscape images, has received a stylish update.

The March Studio Driver, available for download today, optimizes the latest creative app updates, featuring Blender Cycles 3.1, all with the stability and reliability NVIDIA Studio delivers.

To celebrate, NVIDIA is kicking off the #MadeInMachinima contest. Artists can remix iconic characters from Squad, Mount & Blade II: Bannerlord and Mechwarrior 5 into a cinematic short in Omniverse Machinima to win NVIDIA Studio laptops. The submission window opens on March 29 and runs through June 27. Visit the contest landing page for details.

New NVIDIA RTX Laptop GPUs Unlock Endless Creative Possibilities

Professionals on the go have powerful new laptop GPUs to choose from, with faster speeds and larger memory options: RTX A5500, RTX A4500 , RTX A3000 12GB, RTX A2000 8GB and NVIDIA RTX A1000. These GPUs incorporate the latest RTX and Max-Q technology, are available in thin and light laptops, and deliver extraordinary performance.

New NVIDIA RTX laptop GPUs tackle creative workflows enabling creation from anywhere.

Our new flagship laptop GPU, the NVIDIA RTX A5500 with 16GB of memory, is capable of handling the most challenging 3D and video workloads; with up to double the rendering performance of the previous generation RTX 5000.

The most complex, advanced, creative workflows have met their match.

NVIDIA Studio Laptop Drop

Three extraordinary Studio laptops are available for purchase today.

The ASUS ProArt Studiobook 16 is capable of incredible performance, and is configurable with a wide-range of professional and consumer GPUs. It’s rich with creative features: certified color-accurate 16-inch 120 Hz 3.2K OLED wide-view 16:10 display, a three-button touchpad for 3D designers, ASUS dial for video editing and an enlarged touchpad for stylus support.

MSI’s Creator Z16P and Z17 sport an elegant and minimalist design, featuring up to an NVIDIA RTX 3080 Ti or RTX A5500 GPU, and boast a factory-calibrated True Pixel display with QHD+ resolution and 100 percent DCI-P3 color.

NVIDIA Studio laptops are tested and validated for maximum performance and reliability. They feature the latest NVIDIA technologies that deliver real-time ray tracing, AI-enhanced features and time-saving rendering capabilities. These laptops have access to the exclusive Studio suite of software — including best-in-class Studio Drivers, NVIDIA Omniverse, Canvas, Broadcast and more.

In the weeks ahead, ASUS and GIGABYTE will make it even easier for new laptop owners to enjoy one of the Studio benefits. Upgraded livestreams, voice chats and video calls — powered by AI — will be available immediately with the NVIDIA Broadcast app preinstalled in their Pro Art and AERO product lines.

To Omniverse and Beyond

New Omniverse Connections are expanding the ecosystem and are now available in beta: Unreal Engine 5 Omniverse Connector and the Adobe Substance 3D Material Extension, with the Adobe Substance 3D Painter Omniverse Connector very close behind, allowing users to enjoy seamless, live-edit texture and material workflows.

Maxon’s Cinema4D now supports USD and is compatible with OmniDrive, unlocking Omniverse workflows for visualization specialists.

Artists can now use Pixar HD Storm, Chaos V-Ray, Maxon Redshift and OTOY Octane renderers within the viewport of all Omniverse apps, with Blender Cycles coming soon. Be it refining 3D scenes or exporting final projects, artists can switch between the lightning-fast Omniverse RTX Renderer, or their preferred renderer with advantageous features.

The Junk Shop by Alex Treviño. Original Concept by Anaïs Maamar. Note Hydra render delegates displayed in the renderer toggle menu.

CAD designers can now directly import 26 popular CAD formats into Omniverse USD scenes.

The integration of NVIDIA Maxine’s body pose estimation feature in the Omniverse Machinima app gives users the ability to track and capture motion in real time using a single camera — without requiring a MoCap suit — with live conversion from a 2D camera capture to a 3D model.

Read more about Omniverse for content creators here.

And if you haven’t downloaded Omniverse, now’s the time.

Your Canvas, Never Out of Style

Styles in Canvas — preset filters that modify the look and feel of the painting — can now be modified in up to 10 different variations.

More style variations enhance artist creativity while providing additional options within the theme of their selected style.

Check out style variations; and if you haven’t already, download Canvas, which is free for RTX owners.

3D Creative App Updates Backed by March NVIDIA Studio Driver

In addition to supporting the latest updates for NVIDIA Omniverse and NVIDIA Canvas, the March Studio Driver also supports a host of other recent creative app and renderer updates.

The highly anticipated Blender 3.1 update adds USD preview surface material export support, making it easier to move assets between USD-supported apps, including Omniverse.

Blender artists equipped with NVIDIA RTX GPUs maintain performance advantages over Mac. Midrange GeForce RTX 3060 Studio laptops deliver 3.5x faster rendering than the fastest M1 Max Macbooks per Blender’s benchmark testing.

Performance testing conducted by NVIDIA in March 2022 with Intel Core i9-12900HK, 32GB RAM and MacBook Pro 16 with M1 Max, 32GB RAM. NVIDIA Driver 511.97.

Luxion Keyshot 11 brings several updates: GPU-accelerated 3D paint features, physical simulation using NVIDIA PhysX, and NVIDIA Optix shader enhancements, speeding up animation workflows by up to 3x.

GPU Audio Inc., with an eye on the future, taps into parallel processing power for audio solutions, introducing an NVIDIA GPU-based VST filter to remove extreme frequencies and improve sound quality — an audio production game changer.

Download the March Studio Driver today.

On-Demand Sessions for Creators

Join the first GTC breakout session dedicated to the creative community.

NVIDIA Studio and Omniverse for the Next Era of Creativity” will include artists and directors from NVIDIA’s creative team. Network with fellow 3D artists and get Omniverse feature support to enhance 3D workflows. Join this free session on Wednesday, March 23, from 7-8 a.m. Pacific.

It’s just one of many Omniverse sessions available to watch live or on demand, including the featured sessions below:

Themed GTC sessions and demos covering visual effects, virtual production and rendering, AI art galleries, and building and infrastructure design are also available to help realize your creative ambition.

Real or rendered?

Also this week, game artists, producers, developers and designers are coming together for the annual Game Developers Conference where NVIDIA launched Omniverse for Developers, providing a more collaborative environment for the creation of virtual worlds.

At GDC, NVIDIA sessions to assist content creators in the gaming industry will feature virtual worlds and AI, real-time ray tracing, and developer tools. Check out the complete list.

To boost your creativity throughout the year, follow NVIDIA Studio on Facebook, Twitter and Instagram. There you’ll find the latest information on creative app updates, new Studio apps, creator contests and more. Get updates directly to your inbox by subscribing to the Studio newsletter.

The post At GTC: NVIDIA RTX Professional Laptop GPUs Debut, New NVIDIA Studio Laptops, a Massive Omniverse Upgrade and NVIDIA Canvas Update appeared first on NVIDIA Blog.

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Keynote Wrap Up: Turning Data Centers into ‘AI Factories,’ NVIDIA CEO Intros Hopper Architecture, H100 GPU, New Supercomputers, Software

Promising to transform trillion-dollar industries and address the “grand challenges” of our time, NVIDIA founder and CEO Jensen Huang Tuesday shared a vision of an era where intelligence is created on an industrial scale and woven into real and virtual worlds.

Kicking off NVIDIA’s GTC conference, Huang introduced new silicon — including the new Hopper GPU architecture and new H100 GPU, new AI and accelerated computing software and powerful new data-center-scale systems.

”Companies are processing, refining their data, making AI software, becoming intelligence manufacturers,” Huang said, speaking from a virtual environment in the NVIDIA Omniverse real-time 3D collaboration and simulation platform as he described how AI is “racing in every direction.”

And all of it will be brought together by Omniverse to speed collaboration between people and AIs, better model and understand the real world, and serve as a proving ground for new kinds of robots, “the next wave of AI.”

Huang shared his vision with a gathering that has become one of the world’s most important AI conferences, bringing together leading developers, scientists and researchers.

The conference features more 1,600 speakers including from companies such as American Express, DoorDash, LinkedIn, Pinterest, Salesforce, ServiceNow, Snap and Visa, as well as 200,000 registered attendees.

Huang’s presentation began with a spectacular flythrough of NVIDIA’s new campus, rendered in Omniverse, including buzzing labs working on advanced robotics projects.

He shared how the company’s work with the broader ecosystem is saving lives by advancing healthcare and drug discovery, and even helping save our planet.

“Scientists predict that a supercomputer a billion times larger than today’s is needed to effectively simulate regional climate change,” Huang said.

“NVIDIA is going to tackle this grand challenge with our Earth-2, the world’s first AI digital twin supercomputer, and invent new AI and computing technologies to give us a billion-X before it’s too late,” he said.

New Silicon — NVIDIA H100: A “New Engine of the World’s AI Infrastructure”

To power these ambitious efforts, Huang introduced the NVIDIA H100 built on the Hopper architecture, as the “new engine of the world’s AI infrastructures.”

AI applications like speech, conversation, customer service and recommenders are driving fundamental changes in data center design, he said.

“AI data centers process mountains of continuous data to train and refine AI models,” Huang said. “Raw data comes in, is refined, and intelligence goes out — companies are manufacturing intelligence and operating giant AI factories.”

The factory operation is 24/7 and intense, Huang said. Minor improvements in quality drive a significant increase in customer engagement and company profits, Huang explained.

H100 will help these factories move faster. The “massive” 80 billion transistor chip uses TSMC’s 4N process.

“Hopper H100 is the biggest generational leap ever — 9x at-scale training performance over A100 and 30x large-language-model inference throughput,” Huang said.

 

Hopper is packed with technical breakthroughs, including a new Transformer Engine to speed up these networks 6x without losing accuracy.

“Transformer model training can be reduced from weeks to days” Huang said.

H100 is in production, with availability starting in Q3, Huang announced.

Huang also announced the Grace CPU Superchip, NVIDIA’s first discrete data center CPU for high-performance computing.

It comprises two CPU chips connected over a 900 gigabytes per second NVLink chip-to-chip interconnect to make a 144-core CPU with 1 terabyte per second of memory bandwidth, Huang explained.

“Grace is the ideal CPU for the world’s AI infrastructures,” Huang said.

Huang also announced new Hopper GPU-based AI supercomputers — DGX H100, H100 DGX POD and DGX SuperPOD.

To connect it all, NVIDIA’s new NVLink high-speed interconnect technology will be coming to all future NVIDIA chips — CPUs, GPUs, DPUs and SOCs, Huang said.

He also announced NVIDIA will make NVLink available to customers and partners to build companion chips.

“NVLink opens a new world of opportunities for customers to build semi-custom chips and systems that leverage NVIDIA’s platforms and ecosystems,” Huang said.

New Software — AI Has “Fundamentally Changed” Software

Thanks to acceleration unleashed by accelerated computing, the progress of AI is “stunning,” Huang declared.

“AI has fundamentally changed what software can make and how you make software,” Huang said.

Transformers, Huang explained, have opened self-supervised learning and unblocked the need for human-labeled data. As a result, Transformers are being unleashed in a growing array of fields.

“Transformers made self-supervised learning possible, and AI jumped to warp speed,” Huang said.

Google BERT for language understanding, NVIDIA MegaMolBART for drug discovery, and DeepMind AlphaFold2 are all breakthroughs traced to Transformers, Huang said.

Huang walked through new deep learning models for natural language understanding, physics, creative design, character animation and even — with NVCell — chip layout.

“AI is racing in every direction — new architectures, new learning strategies, larger and more robust models, new science, new applications, new industries — all at the same time,” Huang said.

NVIDIA is “all hands on deck” to speed new breakthroughs in AI and speed the adoption of AI and machine learning to every industry, Huang said.

The NVIDIA AI platform is getting major updates, Huang said, including Triton Inference Server, the NeMo Megatron 0.9 framework for training large language models, and the Maxine framework for audio and video quality enhancement.

The platform includes NVIDIA AI Enterprise 2.0, an end-to-end, cloud-native suite of AI and data analytics tools and frameworks, optimized and certified by NVIDIA and now supported across every major data center and cloud platform.

“We updated 60 SDKs at this GTC,” Huang said. “For our 3 million developers, scientists and AI researchers, and tens of thousands of startups and enterprises, the same NVIDIA systems you run just got faster.”

NVIDIA AI software and accelerated computing SDKs are now relied on by some of the world’s largest companies.

“NVIDIA SDKs serve healthcare, energy, transportation, retail, finance, media and entertainment — a combined $100 trillion of industries,” Huang said.

‘The Next Evolution’: Omniverse for Virtual Worlds

Half a century ago, the Apollo 13 lunar mission ran into trouble. To save the crew, Huang said, NASA engineers created a model of the crew capsule back on Earth to “work the problem.”

“Extended to vast scales, a digital twin is a virtual world that’s connected to the physical world,” Huang said. “And in the context of the internet, it is the next evolution.”

NVIDIA Omniverse software for building digital twins, and new data-center-scale NVIDIA OVX systems, will be integral for “action-oriented AI.”

“Omniverse is central to our robotics platforms,” Huang said, announcing new releases and updates for Omniverse. “And like NASA and Amazon, we and our customers in robotics and industrial automation realize the importance of digital twins and Omniverse.”

OVX will run Omniverse digital twins for large-scale simulations with multiple autonomous systems operating in the same space-time, Huang explained.

The backbone of OVX is its networking fabric, Huang said, announcing the NVIDIA Spectrum-4 high-performance data networking infrastructure platform.

The world’s first 400Gbps end-to-end networking platform, NVIDIA Spectrum-4 consists of the Spectrum-4 switch family, NVIDIA ConnectX-7 SmartNIC, NVIDIA BlueField-3 DPU and NVIDIA DOCA data center infrastructure software.

And to make Omniverse accessible to even more users, Huang announced Omniverse Cloud. Now, with just a few clicks, collaborators can connect through Omniverse on the cloud.

Huang showed how this works with a demo of four designers, one an AI, collaborating to build a virtual world.

He also showed how Amazon uses Omniverse Enterprise “to design and optimize their incredible fulfillment center operations.”

“Modern fulfillment centers are evolving into technical marvels — facilities operated by humans and robots working together,” Huang said.

The ‘Next Wave of AI’: Robots and Autonomous Vehicles

New silicon, new software and new simulation capabilities will unleash “the next wave of AI,” Huang said, robots able to “devise, plan and act.”

NVIDIA Avatar, DRIVE, Metropolis, Isaac and Holoscan are robotics platforms built end to end and full stack around “four pillars”: ground-truth data generation, AI model training, the robotics stack and Omniverse digital twins, Huang explained.

The NVIDIA DRIVE autonomous vehicle system is essentially an “AI chauffeur,” Huang said.

And Hyperion 8 — NVIDIA’s hardware architecture for self-driving cars on which NVIDIA DRIVE is built — can achieve full self-driving with a 360-degree camera, radar, lidar and ultrasonic sensor suite.

Hyperion 8 will ship in Mercedes-Benz cars starting in 2024, followed by Jaguar Land Rover in 2025, Huang said.

Huang announced that NVIDIA Orin, a centralized AV and AI computer that acts as the engine of new-generation EVs, robotaxis, shuttles, and trucks started shipping this month.

And Huang announced Hyperion 9, featuring the coming DRIVE Atlan SoC for double the performance of the current DRIVE Orin-based architecture, which will ship starting in 2026.

BYD, the second-largest EV maker globally, will adopt the DRIVE Orin computer for cars starting production in the first half of 2023, Huang announced.

And Lucid Motors revealed that its DreamDrive Pro advanced driver-assistance system is built on NVIDIA DRIVE.

Overall, NVIDIA’s automotive pipeline has increased to over $11 billion over the next six years.

Clara Holoscan puts much of the real-time computing muscle used in DRIVE to work supporting medical instruments and real-time sensors, such as RF ultrasound, 4K surgical video, high-throughput cameras and lasers.

Huang showed a video of Holoscan accelerating images from a light-sheet microscope — which creates a “movie” of cells moving and dividing.

It typically takes an entire day to process the 3TB of data these instruments produce in an hour.

At the Advanced Bioimaging Center at UC Berkeley, however, researchers using Holoscan are able to process this data in real-time, enabling them to auto-focus the microscope while experiments are running.

Holoscan development platforms are available for early access customers today, generally available in May, and medical-grade readiness in the first quarter of 2023.

NVIDIA is also working with thousands of customers and developers who are building robots for manufacturing, retail, healthcare, agriculture, construction, airports and entire cities, Huang said.

NVIDIA’s robotics platforms consist of Metropolis and Isaac — Metropolis is a stationary robot tracking moving things, while Isaac is a platform for things that move, Huang explained.

To help robots navigate indoor spaces — like factories and warehouses — NVIDIA announced Isaac Nova Orin, built on Jetson AGX Orin, a state-of-the-art compute and sensor reference platform to accelerate autonomous mobile robot development and deployment.

In a video, Huang showed how PepsiCo uses Metropolis and an Omniverse digital twin together.

Four Layers, Five Dynamics

Huang ended by tying all the technologies, product announcements and demos back into a vision of how NVIDIA will drive forward the next generation of computing.

NVIDIA announced new products across its four-layer stack: hardware, system software and libraries, software platforms NVIDIA HPC, NVIDIA AI, and NVIDIA Omniverse; and AI and robotics application frameworks, Huang explained.

Huang also ticked through the five dynamics shaping the industry: million-X computing speedups, transformers turbocharging AI, data centers becoming AI factories, which is exponentially increasing demand for robotics systems, and digital twins for the next era of AI.

“Accelerating across the full stack and at data center scale, we will strive for yet another million-X in the next decade,” Huang said, concluding his talk. “I can’t wait to see what the next million-X brings.”

Noting that Omniverse generated “every rendering and simulation you saw today,” Huang then introduced a stunning video put together by NVIDIA’s creative team featuring viewers “on one more trip into Omniverse” for a surprising musical jazz number set in the heart of NVIDIA’s campus featuring a cameo from Huang’s digital counterpart, Toy Jensen.

The post Keynote Wrap Up: Turning Data Centers into ‘AI Factories,’ NVIDIA CEO Intros Hopper Architecture, H100 GPU, New Supercomputers, Software appeared first on NVIDIA Blog.

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Unlimited Data, Unlimited Possibilities: UF Health and NVIDIA Build World’s Largest Clinical Language Generator

The University of Florida’s academic health center, UF Health, has teamed up with NVIDIA to develop a neural network that generates synthetic clinical data — a powerful resource that researchers can use to train other AI models in healthcare.

Trained on a decade of data representing more than 2 million patients, SynGatorTron is a language model that can create synthetic patient profiles that mimic the health records it’s learned from. The 5 billion-parameter model is the largest language generator in healthcare.

“Synthetic data isn’t actually linked to a real human being, but it has similar characteristics to real patients,” said Dr. Duane Mitchell, an assistant vice president for research and director of the UF Clinical and Translational Science Institute. “SynGatorTron can, for example, create health records of digital diabetes patients that have features just like a real population.”

Using this synthetic data, researchers can create tools, models and tasks without risks or privacy concerns. These can then be used on real data to ask clinical questions, look for associations and even explore patient outcomes.

Working with synthetic data also makes it easier for different research institutions to collaborate and share models. And since the amount of data that can be synthesized is virtually limitless, researchers can use SynGatorTron-generated data to augment small datasets of rare disease patients or minority populations to reduce model bias.

SynGatorTron was developed using the open-source NVIDIA Megatron-LM and NeMo frameworks. It’s based on UF Health’s GatorTron model, announced last year at NVIDIA GTC. The models were trained on HiPerGator-AI, the university’s in-house NVIDIA DGX SuperPOD system, which ranks among the world’s top 30 supercomputers.

GatorTron-S, a BERT-style transformer model trained on synthetic data generated by SynGatorTron, will be available for developers next month on the NGC software hub. 

SynGatorTron Opens Gate to Robust Training Data

To a doctor, an AI-generated doctor’s note can appear impractical at first glance — it doesn’t represent a real patient and won’t read as logical to an expert eye. So a clinician can’t make a direct analysis or diagnosis from it. But to an untrained AI, real and synthetic clinical data are both highly valuable.

“SynGatorTron’s generative capability is a great enabler of natural language processing for medicine,” said Dr. Mona Flores, global head of medical AI at NVIDIA. “Synthesizing different types of clinical records will democratize the ability to create all sorts of applications dependent on such data by addressing data sparsity and privacy.”

Once it’s available, research institutions outside UF Health could fine-tune the pretrained SynGatorTron model with their own localized data and apply it to their AI projects. For example, if a given condition or a patient population is underrepresented in a health system’s clinical data, SynGatorTron can be prompted to generate additional data with characteristics of that disease or population.

These AI-generated records could then be used to supplement and balance out real healthcare datasets used to train other neural networks, so that they better represent the population.

Since synthetic training datasets mimic real medical notes without being associated with specific patients, they can also be more readily shared across research institutions without raising privacy concerns.

“When you have the ability to mimic population characteristics without being tethered to real patients, it opens the imagination to see if we can generate realistic datasets that allow us to answer questions we couldn’t otherwise, due to constraints on access to data or limited information on patients of interest,” Mitchell said.

One potential application is in clinical trials, which often divide patients into treatment and control groups to measure the effectiveness of a new medication. An application derived from SynGatorTron-generated data could parse through real records and create a digital twin of patient records. These records could then be used as the control group in a clinical trial, instead of having a control group derived by giving real patients a placebo treatment.

Researchers developing a deep learning model to study a rare disease, or the effects of a treatment on a specific population, could also use SynGatorTron for data augmentation, generating more training data to supplement the limited amount of real medical records available.

Healthcare at GTC 

Register free for GTC, running online March 21-24, to discover the latest in AI and healthcare. Hear from SynGatorTron collaborators in the session “A Next-Generation Clinical Language Model,” taking place March 23 at 7 a.m. Pacific.

Watch the replay of NVIDIA founder and CEO Jensen Huang’s keynote address below:

The post Unlimited Data, Unlimited Possibilities: UF Health and NVIDIA Build World’s Largest Clinical Language Generator appeared first on NVIDIA Blog.

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New NVIDIA RTX GPUs Tackle Demanding Professional Workflows and Hybrid Work, Enabling Creation From Anywhere

Remote work and hybrid workplaces are the new normal for professionals in many industries. Teams spread throughout the world are expected to create and collaborate while maintaining top productivity and performance.

Businesses use the NVIDIA RTX platform to enable their workers to keep up with the most demanding workloads, from anywhere. And today, NVIDIA is expanding its RTX offerings with seven new NVIDIA Ampere architecture GPUs for laptops and desktops.

The new NVIDIA RTX A500, RTX A1000, RTX A2000 8GB, RTX A3000 12GB, RTX A4500 and RTX A5500​ laptop GPUs expand access to AI and ray-tracing technology, delivering breakthrough performance no matter where you work. The laptops include the latest RTX and Max-Q technology, giving professionals the ability to take their workflows to the next level.

The new NVIDIA RTX A5500 desktop GPU combines the latest-generation RT Cores, Tensor Cores and CUDA cores with 24GB of memory for incredible rendering, AI, graphics and compute performance. Its ray-traced rendering is 2x faster than the previous generation and its motion blur rendering performance is up to 9x faster.

With the new NVIDIA RTX GPUs, artists can create photorealistic immersive digital experiences, scientists can make the latest groundbreaking discoveries, and engineers can develop innovative technology to advance us into the future.

Customer Adoption

Among the first to use the NVIDIA RTX A5500 is M4 Engineering, a leading aerospace engineering firm focused on conceptual aircraft design, analysis and development.

“The multi-app product development workflows we use at M4 are well-served by the NVIDIA RTX A5500 and its 24GB of memory,” said Brian Rotty, senior engineer at M4 Engineering. “My team can handle larger CAD and CAE datasets than before and, critically, we can interact with and iterate these larger datasets simultaneously by making use of the extra GPU memory headroom and compute capabilities of this new card.”

“The performance we get with the NVIDIA RTX A5500 is unprecedented,” said Hiram Rodriguez, design technology specialist at AS+GG Architecture. “Previously, our point cloud processing took too long and created a bottleneck for designing and analyzing current site conditions. Using the NVIDIA RTX A5500, in less than 20 minutes we can integrate a fully processed, geolocated, classified point cloud into our 3D models.”

“The new NVIDIA RTX A5500 gives us the ability to load highly detailed environments, while maintaining high frame rates and smooth camera motion to explore and develop the scenes,” said Yiotis Katsambas, executive director of Technology at Sony Pictures Animation. “By combining the A5500 with NVIDIA Omniverse Enterprise and our own FlixiVerse software, our artists and directors can immerse themselves in our virtual worlds and collaborate in real-time.”

Next-Generation RTX Technology

The new NVIDIA RTX GPUs feature the latest generation of NVIDIA RTX technology to accelerate graphics, AI and ray-tracing performance.

These GPUs are part of the comprehensive NVIDIA RTX platform, which includes NVIDIA GPU-accelerated software development kits, toolkits, frameworks and enterprise management tools.

These GPUs also take advantage of the accelerations of the NVIDIA Studio platform, including optimizations to leverage RTX hardware in 75 of the top creative apps, exclusive tools like NVIDIA Broadcast and Canvas, and the advanced real-time 3D design and collaboration platform, NVIDIA Omniverse.

NVIDIA RTX GPUs are certified by independent software vendors of over 50+ professional applications. Certification provides users with a reliable and dependable graphics and computing experience through testing and development.

NVIDIA RTX laptop GPUs include: 

  • The latest NVIDIA RTX technology: 2nd gen RT Cores, 3rd gen Tensor Cores and NVIDIA Ampere architecture streaming multiprocessor, which provide up to 2x the throughput of the previous-generation architecture to tackle demanding rendering, ray tracing and AI workflows from anywhere.
  • NVIDIA Max-Q technology: AI-based system optimizations make thin and light laptops perform quieter, faster and more efficiently with Dynamic Boost, CPU Optimizer, Rapid Core Scaling, WhisperMode, Battery Boost, Resizable BAR and NVIDIA DLSS technology.
  • Up to 16GB of GPU memory: For the largest models, scenes and assemblies. The RTX A2000 8GB, RTX A3000 12GB and RTX A4500 now feature 2x the memory of their previous-generation counterparts for working with larger models, datasets and multi-app workflows.
  • Rich suite of NVIDIA software technology: Users can tap into unique benefits ranging from tetherless VR to collaborative 3D design with a wide variety of software tools, including NVIDIA CloudXR, NVIDIA Omniverse, NVIDIA Canvas, NVIDIA Broadcast, NVIDIA NGC, NVIDIA RTX Experience and more.

The NVIDIA RTX A5500 features the latest technologies in the NVIDIA Ampere architecture:

  • Second-generation RT Cores: Up to 2x the throughput of the first generation with the ability to run concurrent ray tracing, shading and denoising tasks.
  • Third-generation Tensor Cores: Up to 12x the training throughput over the previous generation, with support for new TF32 and Bfloat16 data formats.
  • CUDA Cores: Up to 3x the single-precision floating point throughput over the previous generation.
  • Up to 48GB of GPU memory: The RTX A5500 features 24GB of GDDR6 memory with ECC (error correction code). The RTX A5500 is expandable up to 48GB of memory using NVIDIA NVLink to connect two GPUs.
  • Virtualization: The RTX A5500 supports NVIDIA RTX Virtual Workstation (vWS) software for multiple high-performance virtual workstation instances that enable remote users to share resources to drive high-end design, AI and compute workloads.
  • PCIe Gen 4: Doubles the bandwidth of the previous generation and speeds up data transfers for data-intensive tasks such as AI, data science and creating 3D models.

Availability 

The new NVIDIA RTX A5500 desktop GPUs are available today from channel partners and through global system builders starting in Q2.

The new NVIDIA RTX laptop GPUs will be available in mobile workstations from global OEM partners including Acer, ASUS, BOXX Technologies, Dell Technologies, HP, Lenovo, and MSI starting this spring. Contact these partners for specific system configuration details and availability.

To learn more about NVIDIA RTX, watch the GTC 2022 keynote from Jensen Huang. Register for GTC 2022 for free to attend sessions with NVIDIA and industry leaders.

The post New NVIDIA RTX GPUs Tackle Demanding Professional Workflows and Hybrid Work, Enabling Creation From Anywhere appeared first on NVIDIA Blog.

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