NVIDIA Opens Submission Call for $30,000 VR Content Showcase at GPU Technology Conference

NVIDIA’s annual GPU Technology Conference (GTC) takes place in May and returning for another year is the VR Content Showcase. With a focus on showcasing the most cutting-edge virtual reality (VR) innovations, the graphic card company has now announced the opening of submissions for the competition.

Open to almost anyone with a good idea for VR, the showcase is an opportunity for 10 startups, universities or individuals to gain global recognition for innovation in the field of VR or augmented reality (AR). During the showcase, 10 selected entrants pitch their idea on stage for five minutes to a panel of judges, followed by three minutes of Q&A. They’ll also receive free booth space in the exhibit hall to demo their technology.

Realities.io - VR Content Showcase winner 2016

Participation is open to teams from universities, research programs, individuals and startups with less than $1 million USD in capital. The VR Content Showcase is open across enterprise and industry segments, including science, technology, education, art, medicine and more. Technologies must run using an AR or VR headset attached to a computer or workstation with a GPU. Applications must be currently using or have plans to integrate GPU technology such as GameWorks, DesignWorks or VRWorks.

Submissions are open now until Wednesday, 15th March. A total of $30,000 in cash and prizes will be available to winners.

In last year’s competition VR tourism company Realities.io took home the first prize.

“Winning the VR Showcase at GTC was an extra boost forward for Realities.io in many ways! We received valuable feedback from people at the heart of the industry and made many important contacts,” said Daniel Sproll, CXO, realities.io. “It also accelerated many aspects of our business, from fundraising to our photogrammetry processing, thanks to the powerful NVIDIA Quadro GPUs that were part of the prize. If you are looking for a fast-track to get your VR company in front of the right people inside the industry, the GTC VR Showcase is the way to go!”

For further updates on the VR Content Showcase, keep reading VRFocus.

ResearchVR Episode 33 – VR Rendering Challenges With Dominic Eskofier From NVIDIA

ResearchVR Episode 33 – VR Rendering Challenges With Dominic Eskofier From NVIDIA

This week on ResearchVR we dig deep into the magic behind VR rendering – where and how can we save performance in extremely demanding virtual reality.

Dominic Eskofier is the head of VR for NVIDIA in Europe and few other regions, and he joined us on this week’s podcast. He started in the games business doing magazines and websites for Computec Media GmbH. While at his next job at Rockstar Games he fell in love with modern VR and opened his own startup – Realities.io. As already mentioned, he is now heading up the VR business for NVIDIA in the EMEAI region.

Episode Preview

This week prepare for an episode that you can listen to a number of times and still have something new to learn! Rendering challenges with VR is a topic covering a vast number of subjects. As a matter of fact, it was hard to filter some of them out for this preview, only because each and every one of them felt equally important. Nevertheless, here is a look at some of what we’ve discussed with Dominic.

The KPIs for VR are a little bit tricky because you have to render at 90 FPS, which essentially means you have about 7 times to 8 times the amount of throughput that you have compared to a normal gaming monitor.

If we look at the gaming monitor that runs full HD at 30 FPS, it results in about 60 megapixels pushed through the pipeline each second. If we render for VR, that is two screens with full HD or more, plus both of them at a stable minimum of 90 FPS; we are already at about 450 megapixels per second. As Dominic underlined, that is already 7 to 8 times the calculation requirements of a standard gaming monitor. And this is exactly why we need to search beyond the sheer power of GPUs. And it seems NVIDIA is way ahead of us with their vast arsenal of tricks and powerful improvements across the whole rendering pipeline.

The one surprising feature of NVIDIA’s tools like VR Works is a spatial audio SDK. NVIDIA is a graphics processor-focused company, so why tackle the audio? Well, as Dominic explained to us, audio and visual information are both essentially waves. Therefore, the optics raytracing engine can be just as efficiently used for auditory information simulation.

Learn more in Episode 33 – VR Rendering challenges with Dominic Eskofier from NVIDIA. You can also subscribe this podcast via your favorite app via the subscription button below.

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NVIDIA’s Quartet of Quadro GPU’s Aimed at Professional VR Market

2016 was a busy year for graphic card manufacturer NVIDIA. The company released its series 10 range of products based on its newest Pascal architecture for consumer grade computers, these included the GeForce GTX 1080, GTX 1070 and GTX 1060 cards which VRFocus compared. It didn’t stop there announcing the business class Quadro P6000, along with some impressive specs. Today the Quadro P6000 has been joined by three more virtual reality (VR) ready cards for business use.

Joining the Quadro lineup are the P4000, P5000 and the mid-range topping GP100. Aimed at professionals across industries including entertainment, design, engineering, architecture, medicine and VR, the range is designed to give the optimum visual performance whilst streamlining workflows.

Nvidia Quadro GP100

The P4000 suits applications such as large 3D CAD models, advanced DCC and medical imaging, with the P5000 adding complex DCC effects 3D medical imaging recon and seismic exploration as well. Jumping to the P6000 includes photo realistic rendering, even larger CAD models and GPGPU compute functionality, with the GP100 designed for the most demanding rendering applications. Software such as Adobe CC Premier Pro, After Effects, Autodesk Maya, 3ds Max and Nuke will work with any of the aforementioned cards.

While NVIDIA has released the specs for the cards, at present prices are still unavailable. The Quadro range is set to arrive in March 2017, with individual dates yet to be revealed, but a staggered launch is likely just as the company did for the 10 series range.

For the latest NVIDIA news, keep reading VRFocus.

NVIDIA Quadro GP 100 Specifications:

  • GPU Architecture – Pascal
  • CUDA FP 32 Cores – 3584
  • CUDA FP 64 Cores – 1792
  • Memory Capacity – 16 GB HBM2
  • FP 16 Performance – 20 TFLOPS
  • FP 32 Performance – 10 TFLOPS
  • FP 64 Performance – 5 TFLOPS
  • Display Connectors – 4x DP 1.4 + 1x DVI
  • Display Support – 4 x 4096X2160@120Hz / 4 x 5120X2880@60Hz
  • VR Ready – Yes

NVIDIA Quadro P4000 Specifications:

  • GPU Architecture – Pascal
  • CUDA Cores – 1792
  • Memory Capacity – 8 GB GDDR5
  • Display Connectors – 4x DP 1.4
  • Display Support – 4 x 4096X2160@120Hz / 4 x 5120X2880@60Hz
  • VR Ready – Yes