Meet Laconia: Michigan State’s New Supercomputer

The Institute for Cyber-Enabled Research (iCER) at Michigan State University recently unveiled a new $3 million supercomputer named Laconia with double the speed of its previous supercomputer. Partnering with Lenovo as the system OEM, powered by 200 NVIDIA Tesla K80 GPUs, Laconia ranks in the TOP500 fastest computers in the world and is projected to … Continued

Setting Up GPU Telemetry with NVIDIA Data Center GPU Manager

Understanding GPU usage provides important insights for IT administrators managing a data center. Trends in GPU metrics correlate with workload behavior and make it possible to optimize resource allocation, diagnose anomalies, and increase overall data center efficiency. NVIDIA Data Center GPU Manager (DCGM) offers a comprehensive tool suite to simplify administration and monitoring of NVIDIA Tesla-accelerated data … Continued

Enhancing Robotic Applications with the NVIDIA Isaac SDK 3D Object Pose Estimation Pipeline

In robotics applications, 3D object poses provide crucial information to downstream algorithms such as navigation, motion planning, and manipulation. This helps robots make intelligent decisions based on surroundings. The pose of objects can be used by a robot to avoid obstacles and guide safe robotic motion or to interact with objects in the robot’s surroundings. … Continued

NVIDIA Data Center GPU Manager Simplifies Cluster Administration

Today’s data centers demand greater agility, resource uptime and streamlined administration to deal with the ever-increasing computational requirements of HPC, hyperscale and enterprise workloads. IT administrators depend on robust data center management tools to proactively monitor resource health, increase efficiency and lower operational costs. In this blog post, I’ll tell you about a new tool … Continued

Profiling and Optimizing Deep Neural Networks with DLProf and PyProf

Software profiling is key for achieving the best performance on a system and that’s true for the data science and machine learning applications as well. In the era of GPU-accelerated deep learning, when profiling deep neural networks, it is important to understand CPU, GPU, and even memory bottlenecks, which could cause slowdowns in training or … Continued

Introduction to Real-Time Ray Tracing with Vulkan

NVIDIA’s new Turing GPU unleashed real-time ray-tracing in a consumer GPU for the first time. Since then, much virtual ink has been spilled discussing ray tracing in DirectX 12. However, many developers want to embrace a more open approach using Vulkan, the low-level API supported by the Khronos Group. Vulkan enables developers to target many … Continued

Rapid Prototyping on NVIDIA Jetson Platforms with MATLAB

This blog discusses how an application developer can prototype and deploy deep learning algorithms on hardware like the NVIDIA Jetson Nano Developer Kit with MATLAB. In previous posts, we explored how you can design and train deep learning networks in MATLAB and how you can generate optimized CUDA code from your deep learning algorithms.  In … Continued

CUDA Pro Tip: nvprof is Your Handy Universal GPU Profiler

CUDA 5 added a powerful new tool to the CUDA Toolkit: nvprof. nvprof is a command-line profiler available for Linux, Windows, and OS X. At first glance, nvprof seems to be just a GUI-less version of the graphical profiling features available in the NVIDIA Visual Profiler and NSight Eclipse edition. But nvprof is much more than … Continued

CUDA Pro Tip: Profiling MPI Applications

When I profile MPI+CUDA applications, sometimes performance issues only occur for certain MPI ranks. To fix these, it’s necessary to identify the MPI rank where the performance issue occurs. Before CUDA 6.5 it was hard to do this because the CUDA profiler only shows the PID of the processes and leaves the developer to figure … Continued

Call for Papers: Real-Time Ray Tracing

Real-time ray tracing – the holy grail of graphics, considered unattainable for decades – is now possible for video games. Thanks to advances in GPU hardware and integration in standards like DirectX, game developers will eagerly add ray tracing to take the next step in visual quality and ease of content creation. To help game … Continued

Video Series: Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite

Real-time ray tracing is upon us. Electronic Arts leads the charge in integrating the technology on an engine level. This video series features Sebastien Hillaire, Senior Rendering Engineer at EA/Frostbite. Sebastian discusses real-time raytracing and global illumination (GI) workflows in Frostbite. He explains the context and the current workflows Frostbite uses, then describes the process … Continued

Managing Memory for Acceleration Structures in DirectX Raytracing

In Microsoft Direct3D, anything that uses memory is considered a resource: textures, vertex buffers, index buffers, render targets, constant buffers, structured buffers, and so on. It’s natural to think that each individual object, such as a texture, is always one resource. In this post, I discuss DXR’s Bottom Level Acceleration Structures (BLASes) and best practices … Continued