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NVIDIA Cg TRAINING WORKSHOPS AT SIGGRAPH ALREADY FULL

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NVIDIA Cg TRAINING WORKSHOPS AT SIGGRAPH ALREADY FULL


Company Adds Evening Sessions To Accommodate High
Developer Demand


SANTA CLARA, CA - JULY 18, 2002 - NVIDIAÒ 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.


Emerging as 'C' for the graphics world, this high-level
language revolutionises 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, optimised for DirectX and OpenGL; the
NVIDIA Cg Browser, a prototyping/visualisation 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


http://www.cgshaders.org
. To hear what developers
are saying about Cg, please visit


www.nvidia.com/view.asp?IO=cg_testimonials
.


About NVIDIA


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.