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NVIDIA Modulus & Omniverse Drive Physics-informed Models and Simulations

A manufacturing plant near Hsinchu, Taiwan's Silicon Valley, is among facilities worldwide boosting energy efficiency with AI-enabled digital twins. A virtual model can help streamline operations, maximizing throughput for its physical counterpart, say engineers at Wistron, a global designer and manufacturer of computers and electronics systems. In the first of several use cases, the company built a digital copy of a room where NVIDIA DGX systems undergo thermal stress tests (pictured above). Early results were impressive.

Making Smart Simulations
Using NVIDIA Modulus, a framework for building AI models that understand the laws of physics, Wistron created digital twins that let them accurately predict the airflow and temperature in test facilities that must remain between 27 and 32 degrees C. A simulation that would've taken nearly 15 hours with traditional methods on a CPU took just 3.3 seconds on an NVIDIA GPU running inference with an AI model developed using Modulus, a whopping 15,000x speedup. The results were fed into tools and applications built by Wistron developers with NVIDIA Omniverse, a platform for creating 3D workflows and applications based on OpenUSD.

Extropic Intends to Accelerate AI through Thermodynamic Computing

Extropic, a pioneer in physics-based computing, this week emerged from stealth mode and announced the release of its Litepaper, which outlines the company's revolutionary approach to AI acceleration through thermodynamic computing. Founded in 2022 by Guillaume Verdon, Extropic has been developing novel chips and algorithms that leverage the natural properties of out-of-equilibrium thermodynamic systems to perform probabilistic computations for generative AI applications in a highly efficient manner. The Litepaper delves into Extropic's groundbreaking computational paradigm, which aims to address the limitations of current digital hardware in handling the complex probability distributions required for generative AI.

Today's algorithms spend around 25% of their time moving numbers around in memory, limiting the speedup achievable by accelerating specific operations. In contrast, Extropic's chips natively accelerate a broad class of probabilistic algorithms by running them physically as a rapid and energy-efficient, physics-based process in their entirety, unlocking a new regime of AI acceleration well beyond what was previously thought achievable. In coming out of stealth, the company has announced the fabrication of a superconducting prototype processor and developments surrounding room-temperature semiconductor-based devices for the broader market, with the goal of revolutionizing the field of AI acceleration and enabling new possibilities in generative AI.

Intel's New Chip to Advance Silicon Spin Qubit Research for Quantum Computing

Today, Intel announced the release of its newest quantum research chip, Tunnel Falls, a 12-qubit silicon chip, and it is making the chip available to the quantum research community. In addition, Intel is collaborating with the Laboratory for Physical Sciences (LPS) at the University of Maryland, College Park's Qubit Collaboratory (LQC), a national-level Quantum Information Sciences (QIS) Research Center, to advance quantum computing research.

"Tunnel Falls is Intel's most advanced silicon spin qubit chip to date and draws upon the company's decades of transistor design and manufacturing expertise. The release of the new chip is the next step in Intel's long-term strategy to build a full-stack commercial quantum computing system. While there are still fundamental questions and challenges that must be solved along the path to a fault-tolerant quantum computer, the academic community can now explore this technology and accelerate research development."—Jim Clarke, director of Quantum Hardware, Intel

Intel Introduces the Max Series Product Family: Ponte Vecchio and Sapphire Rapids

In advance of Supercomputing '22 in Dallas, Intel Corporation has introduced the Intel Max Series product family with two leading-edge products for high performance computing (HPC) and artificial intelligence (AI): Intel Xeon CPU Max Series (code-named Sapphire Rapids HBM) and Intel Data Center GPU Max Series (code-named Ponte Vecchio). The new products will power the upcoming Aurora supercomputer at Argonne National Laboratory, with updates on its deployment shared today.

The Xeon Max CPU is the first and only x86-based processor with high bandwidth memory, accelerating many HPC workloads without the need for code changes. The Max Series GPU is Intel's highest density processor, packing over 100 billion transistors into a 47-tile package with up to 128 gigabytes (GB) of high bandwidth memory. The oneAPI open software ecosystem provides a single programming environment for both new processors. Intel's 2023 oneAPI and AI tools will deliver capabilities to enable the Intel Max Series products' advanced features.

EPIC Games Shows Off Unreal Engine 4.23 Physics, Destruction System "Chaos" at GDC 2019

Not all news coming from EPIC covers its EPIC Games Store - though according to the relative attention they've been garnering with the constant scooping up of PC timed exclusives, perhaps it should. This piece of news, alas, covers the company's unreal Engine, which has been one of the hallmarks in games development for a while now, being used for a number of disparate games such as the gears of War games, or even a relatively obscure, Xbox 360 exclusive title, Lost Odyssey. At GDC 2019, EPIC showcased version 4.23 of its Unreal Engine, with particular attention to its improved destruction and physics engine, which they've aptly named "Chaos".

Microsoft Trademarks Direct Physics - HAVOK Rebranded?

As you might recall, Microsoft bought HAVOK from Intel back in 2015, promising to "add Havok's IP to its existing tools and platforms, including DirectX 12, Visual Studio, and Azure." Well, it would seem we are seeing the fruits of that particular seeding, with Microsoft having trademarked "Direct Physics".

With Microsoft having previously talked about integrating HAVOK with its DX12 API, that is probably the most probable scenario for this trademark. A tighter, in-DX12 integration could possibly allow for the physics workflow to have increased performance under the API, which is something we can all get behind of. However, this also begs the question as to what exactly happens to HAVOK licensing in the process. I myself wouldn't expect Microsoft to put its HAVOK tools and libraries behind a DX12 implementation wall - the number of companies who license those libraries aren't few in number. So my guess is that Microsoft is simply rebranding the HAVOK middleware for integration under its DX12 API, which could mean opening up its libraries to any game that makes use of DX12.

AMD Ryzen 1700X, 1600X & 1300 Benchmarks Leaked

A number of sites have been reporting on some leaked (as in, captured from Futuremark's database) scores on AMD's upcoming CPUs. Now, some benchmarks seem to have surfaced regarding not only the company's 8-core, 16-thread monsters, but also towards its sweet-spot 6-core, 12-thread CPUs and its more mundane 4-core offerings.

Taking into account some metrics (which you should, naturally, take with some grains of salt), and comparing Intel's and AMD's Ryzen offerings on 3DMark's Fire Strike Physics scores, we can see that a $389 Ryzen 7 1700X (8 cores, 16 threads) at its base clock of 3.4 GHz manages to surpass Intel's competing (in thread count alone, since it retails for $1089) 6900K running at its base 3.2 GHz frequency - with the Ryzen processor scoring 17,878 points versus the 6900K's 17,100. Doing some fast and hard maths, this would mean that if the R7 1700X was to be clocked at the same speed as the 6900K, it would still be faster, clock for clock (though not by much, admittedly). We don't know whether Turbo was disabled or not on these tests, for either AMD's or Intel's processor, so we have to consider that. However, if Turbo were enabled, that would mean that the R7 1700X's clockspeed would only be 100 MHz higher than the 6900K's (3.8 GHz max, vs 3.7 GHz max on the Intel CPU).

Microsoft Acquires Havok Physics from Intel

Microsoft acquired Havok Physics, the industry's most popular in-game physics API, from Intel. Microsoft intends to add Havok's IP to its existing tools and platforms, including DirectX 12, Visual Studio, and Azure. Havok will continue to remain accessible to all its existing licensees and partners, including Activision, EA, Ubisoft, Nintendo, and Sony. It currently features in more than 600 AAA game titles across major platforms, such as the PC, PlayStation, Wii, and Xbox.

Havok Launches Next Generation Physics Engine

Havok, a leading provider of interactive 3D game technology, today announced the launch of a major new version of its industry-leading Havok Physics technology. The release is the culmination of more than 5 years of internal R&D effort. It features significant technical innovations in performance, memory utilization, usability and simulation quality, and represents a major leap forward in physics simulation for games.

Designed from the ground up for the computing architectures that will define games for the next decade, this release targets next-generation home consoles, mobile and PC while continuing to offer full support for current generation consoles.

'Nanowiggles': Graphene Nanomaterials With Tunable Functionality In Electronics

Troy, N.Y. - Electronics are getting smaller and smaller, flirting with new devices at the atomic scale. However, many scientists predict that the shrinking of our technology is reaching an end. Without an alternative to silicon-based technologies, the miniaturization of our electronics will stop. One promising alternative is graphene - the thinnest material known to man. Pure graphene is not a semiconductor, but it can be altered to display exceptional electrical behavior. Finding the best graphene-based nanomaterials could usher in a new era of nanoelectronics, optics, and spintronics (an emerging technology that uses the spin of electrons to store and process information in exceptionally small electronics).

Futuremark Intros 3DMark v1.01 Update

Futuremark today introduced the first major update to 3DMark 11, the company's latest 3D graphics benchmark. The update introduces some critical stability improvements that's general to all variants of 3DMark 11, and a few fixes specific to some variants. To begin with, the 3DMark v1.01 fixed a bug with the SystemInfo component that prevents the Physics and Combined tests from running; crashes related to absence of DirectX 11 API and .NET; an updated SystemInfo component, etc.

DOWNLOAD: 3DMark 11 v1.01 Update

A complete list of changes follows:

AMD Open Physics Initiative Expands Ecosystem with Free DMM for Game Production

AMD today announced that, along with partners Pixelux Entertainment and Bullet Physics, it has added significant support to the Open Physics ecosystem by providing game developers with access to the newest version of the Pixelux Digital Molecular Matter (DMM), a breakthrough in physics simulation. In addition, to enabling a superior development experience and helping to reduce time to market, Pixelux has tightly integrated its technology, DMM, with Bullet Physics, allowing developers to integrate physics simulation into game titles that run on both OpenCL- and DirectCompute-capable platforms. And both DMM and Bullet work with Trinigy's Vision Engine to create and visualize physics offerings in-game.

"Establishing an open and affordable physics development environment is an important accomplishment for both game developers and gamers, signaling a move away from exclusionary or proprietary approaches," said Eric Demers, chief technology officer, AMD Graphics Division. "Not only does the integration of Bullet Physics into partner middleware help drive broader adoption of physics in games, it ensures that when those games are released, all gamers, regardless of the hardware in their PC, can benefit from the more realistic experience enabled by those effects."

AMD to Demonstrate GPU Havok Physics Acceleration at GDC

GPU-accelerated physics is turning out to be the one part of specifications AMD is yearning for. One of NVIDIA's most profitable acquisitions in recent times, has been that of Ageia technologies, and its PhysX middleware API. NVIDIA went on to port the API to its proprietary CUDA GPGPU architecture, and is now using it as a significant PR-tool apart from a feature that is genuinely grabbing game developers' attention. In response to this move, AMD's initial reaction was to build strategic technology alliance with the main competitor of PhysX: Havok, despite its acquisition by Intel.

In the upcoming Game Developers Conference (GDC) event, AMD may materialize its plans to bring a GPU-accelerated version of Havok, which has till now been CPU-accelerated. The API has featured in several popular game titles such as Half Life 2, Max Payne II, and some other Valve Source-based titles. ATI's Terry Makedon, in his Twitter-feed has revealed that AMD would put forth its "ATI GPU Physics strategy." He also added that the company would present a tech-demonstration of Havok technology working in conjunction with ATI hardware. The physics API is expected to utilize OpenCL and AMD Stream.

NVIDIA Provides Physics Technology for PLAYSTATION 3

NVIDIA Corporation today announced that it has signed a tools and middleware license agreement for PLAYSTATION 3 (PS3) with Sony Computer Entertainment Inc (SCEI). As a result, the binary version of the NVIDIA PhysX technology software development kit (SDK) is now available to registered PS3 developers for free download and use on the SCEI Developer Network.

The NVIDIA PhysX technology software development kit SDK consists of a full-featured API and robust physics engine, designed to give developers, animators, level designers, and artists unprecedented creative control over character and object physical interactions by allowing them to author and preview physics effects in real time. The continued adoption of NVIDIA PhysX technology by the world's leading content developers is resulting in games that not only look as realistic as possible, but also provides gaming experiences where the world's literally come to life: environments become highly interactive with effects such as persistent debris, including shattered glass and weapons ammunition, trees that bend in the wind, and water that flows with body and force.

AMD and Havok to Optimize Physics for Gaming

AMD and Havok today announced plans to jointly investigate the optimization of physics effects utilizing AMD's full line of products. With over 100 developers and 300 leading titles already using Havok's physics engine - Havok Physics - the company has clearly defined its position as the leading developer of game physics. By working together, both companies are demonstrating their commitment to open standards and continued support for the needs of the game community.

New Havok Physics Engine Disables Proprietary GPU Physics

It's pretty obvious that nowadays, gamers want more than just pretty graphics in their games. The likes of Crysis, Half Life 2, Call of Duty 4 and BioShock all show that gamers really crave and enjoy realistic physics in their games. To make rendering physics easier, and to compete with Ageia's PhysX, both AMD and NVIDIA planned out physics rendering via the graphics card. Unfortunately for both of their plans, Havok is soon going to release the Havok FX engine. The Havok FX engine is responsible for calculating physics without any GPU support whatsoever, regardless of brands. If Havok FX is adopted across the board, then the prospect of GPU physics is off-limits until at least DirectX11. This is great news for Ageia, which would leave physics to physics processing units, and very bad news for AMD and NVIDIA, who have likely been perfecting their physics engines for the past two years.

Crackdown On Havok Physics Engine

"Crackdown" On Havok Physics Engine

Developed using Havok's renowned physics engine, Crackdown hits the stores today. Created exclusively for the Xbox 360 video game and entertainment system from Microsoft, the Realtime Worlds team has pushed the hybrid action-driving genre firmly into the next generation, creating a free-roaming, interactive world where anything can be used as a weapon as you rid the streets of crime.

Havok 4.5 Unleashed

Havok announces today the official release of Havok 4.5, the latest update to its modular suite of artist tools and run-time technology. Fully optimized for Sony PLAYSTATION3, as well as Microsoft Xbox360 and Nintendo Wii, Havok 4.5 dramatically accelerates the development of cross-platform, cutting edge electronic games, meeting the needs of the world's top developers and producers. Havok 4.5 allows game developers to scale game content to thousands of dynamically-driven game objects and characters, harnessing the full power and speed of next generation architectures.

Havok Makes a Deal with Lionhead Studios

Havok, the premier provider of interactive software and services to digital creators in the games and movie industries, announces today that Lionhead Studios, creators of the block-buster, Fable, have licensed Havok Complete, the market-leading physics and animation solution, for use in Fable 2.
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