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Geforce gtx 970

Manufactured by NVIDIA
Sourced in United States

The GeForce GTX 970 is a high-performance graphics processing unit (GPU) developed by NVIDIA. It features 1,664 CUDA cores, a core clock speed of 1,050 MHz, and 4GB of GDDR5 video memory. The GTX 970 is designed for use in desktop computers and is intended to provide efficient and powerful graphics processing capabilities for a variety of applications.

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12 protocols using geforce gtx 970

1

Benchmarking Computational Research Hardware

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We perform benchmark simulations on hardware systems that can be considered as standard equipment in a computational research lab. We did not attempt to use high performance computing facilities that, for most users, are available only for highly limited computing time and require an overhead in scheduling simulation jobs. We employ three computer server systems specified in Table 1, which were acquired between 2016 and 2022. The amount of investment at the time of purchase has been fairly stable on the order of $7, 000−$10, 000 depending on whether a state-of-the-art GPU was included. Servers S1 and S3 are equipped with GPUs. The GeForce GTX 970 (S1; NVIDIA, Santa Clara, USA) can now be considered a low-cost GPU in the price range of $300. The Quadro RTX A6000 (S3; NVIDIA, Santa Clara, USA) is one example of current state-of-the-art high-end GPUs, for which prices vary in the range of $3, 000−$5, 000. We use the job scheduler HTCondor (Thain et al., 2005 (link)) on all servers independently, with one job scheduler per server. We ensure acquisition of all cores and the complete GPU to a running job and prevent other jobs from execution till the running job is finished.
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2

Eye Movement Tracking in Visual Experiments

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Movements of the right eye were recorded at 2000 Hz using the SR Research EyeLink 1000 Plus. Participants were asked to keep their head in the head support during the entire experiment.
The visual stimuli were presented using a computer running ‘SR Research Experiment Builder’ (version 1.10.1386) on a 64-bit Windows 7 Professional operating system. The computer contained an Intel Core i7-4790K Processor (@ 4.00 GHz) and NVIDIA GeForce GTX 970 graphics card. The stimuli were shown on a 24.5-inch BENQ monitor (XL2540) with a resolution of 1920 × 1080 pixels, and a display area of 531 × 298 mm. The refresh rate of the monitor was set to 144 Hz. The monitor was positioned 95 cm from the table edge. For a distance between the eyes and monitor of 91 cm, the monitor subtended horizontal and vertical viewing angles of 33° and 19°, respectively. The eye-tracking camera/IR light source was located at 65 cm from the head support. Participants wore closed-back headphones to block out ambient noise. There was no natural light in the room. The illuminance of the fluorescent lighting in the room near the experimental setup was around 400 lx, as measured with a Konica Minolta T-10MA illuminance meter.
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3

RGB-D Scanning of Electrodes and Anatomy

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The proposed system uses an RGB-D camera to scan the electrodes and anatomical features. Specifically, a Realsense camera software development kit was used to interface the RGB-D camera and acquire the scanned 3D points. A visualization toolkit and a point cloud library were used to visualize the processed data and handle the 3D points, respectively [22 ]. The software was executed in a workstation equipped with an Intel Core i7 CPU, 32 GB RAM, and NVIDIA GeForce GTX 970 GPU.
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4

Stereoscopic Stimulus Presentation System

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Experimental control was performed using an open-source, network-based parallel processing framework (Kim et al., 2019 ). Stimuli were created in MATLAB using Psychtoolbox 3 (Kleiner et al., 2007 ), and rendered with anti-aliasing using an NVIDIA GeForce GTX 970 graphics card on a Linux workstation (Ubuntu 16.04 LTS, Intel Xeon Processor, 24 GB RAM). A DLP LED projector (VPixx Technologies, Inc.) rear projected the stimuli at 1280 × 720-pixel resolution with a 240-Hz refresh rate onto a polarization preserving screen (Stewart Film Screen, Inc.). The projected area subtended 70° × 43° of visual angle. Stereoscopic presentation was achieved by sequencing the presentation of “half-images” to each eye (120 Hz/eye) using a circular polarizer synchronized to the projector. Polarized glasses were worn.
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5

GPU-Accelerated Monte Carlo Photon Dosimetry

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In this study, the hardware of GTX 970 (GeForce GTX 970, NVIDIA Corporation GM204) was used as a GPU with a sufficient performance. The card was installed on a computer with Linux CentOS version 6.6 Operating System (OS). CUDA (Release 6.5, Version 6.5.16, CUDA Compilation Tools, NVIDIA Corporation) was installed on the OS as the programming framework.
The Monte Carlo photon dose code (MCPDC) was written in C programming language based on the CUDA context. The code validation was performed by EGSnrc (Version 3, National Research Council Canada, Ottawa, Canada), DOSXYZnrc.[22 (link)] DOSXYZnrc is an EGSnrc-based MC simulation code for calculating dose distributions in a rectilinear voxel anthropomorphic phantom.[23 ]
DOSXYZnrc was run on a PC server, as a part of cluster server, with 32 AMD Opteron™ Processor 6274 cores and 128 giga bytes of random access memory (RAM) that was installed in the Isfahan University of Medical Sciences. It must be noted that, natively, “the DOSXYZnrc does not support multicore architectures” and, therefore, has not been modified.[23 24 (link)]
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6

Visual Stimuli Generation and Presentation

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In both experiments, observers were seated 55 cm away from a 39 cm × 29 cm cathode-ray tube monitor (G255f, resolution 1280 × 1024 pixels, refresh rate 85 Hz; ViewSonic, Brea, CA) covering 39.0° × 29.5° of the visual field. Each observer's head was stabilized using a combined chin and forehead rest. Visual stimuli were generated using a PC with a GeForce GTX 970 graphics card (NVIDIA, Santa Clara, CA) and MATLAB R2018b (MathWorks, Natick, MA), Psychtoolbox 3.0.12 (Brainard, 1997 (link); Kleiner, Brainard, & Pelli, 2007 ; Pelli, 1997 (link)), and PLDAPS toolbox version 4 (Eastman & Huk, 2012 (link)).
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7

Deep Learning for Disease Detection

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We used the deep learning framework Theano69 (0.9.0dev1.dev-RELEASE) together with the libraries Lasagne70 (0.2.dev1) and Keras71 (1.0.7). Network trainings and predictions were performed using a NVIDIA GeForce GTX 970 and a GeForce GTX 1080 with cuda versions 7.5/8 and cuDNN 4/5. For the GP analysis, we used the Gaussian Processes for Machine Learning (GPML) Toolbox72 (v3.6). All code and models for fast DR detection under uncertainty are publicly available at https://github.com/chleibig/disease-detection
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8

Stereoscopic Visual Stimuli Presentation

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Experimental control was performed using the open-source REC-GUI software (RRID:SCR_019008; Kim et al., 2019 (link)). Stimuli were rendered using Psychtoolbox 3 (MATLAB R2016b; NVIDIA GeForce GTX 970). They were rear-projected onto a polarization preserving screen (Stewart Film Screen, Inc) using a DLP LED projector (PROPixx; VPixx Technologies, Inc) with 1280 × 720 pixel resolution (70° × 43°) at 240 Hz (120 Hz/eye). The screen was positioned 57 cm from the monkey. Polarized glasses were worn. A phototransistor circuit was used to confirm the synchronization of left and right eye images and to align neuronal responses to the stimulus onset. Eye positions were monitored optically at 1 kHz (EyeLink 1000 plus, SR Research).
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9

Stereoscopic Stimulus Presentation and Eye Tracking

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Experimental control was performed using the REC-GUI software (RRID:SCR_019008) (Kim et al., 2019 (link)). Stimuli were rendered using Psychtoolbox 3 (MATLAB R2016b; NVIDIA GeForce GTX 970) and rear-projected onto a polarization preserving screen (Stewart Film Screen, Inc) using a DLP LED projector (PROPixx; VPixx Technologies, Inc) with 1280 × 720 pixel resolution (70° × 43° of visual angle) at 240 Hz. A circular polarizer was used to sequence the presentation of stereoscopic ‘half-images’ to each eye (120 Hz/eye). Polarized glasses were worn. A phototransistor circuit was used to confirm the synchronization of the left and right eye images as well as align neuronal responses to the stimulus onset. Eye tracking was performed optically at 1 kHz (EyeLink 1000 plus, SR Research). The monkeys sat 57 cm from the screen.
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10

Visual and Auditory Stimulation in Larval Fish

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Looms were presented on a 75 × 55 mm LCD generic PnP monitor (1024 × 768 pixels, 85 Hz, 32-bit true color) with a NVIDIA GeForce GTX 970 graphics card. The monitor was positioned 30 mm to the right of the larvae, and was covered by a colored-glass alternative filter (Newport, 65CGA-550) with a cut-on wavelength of 550 nm. The minimum angle of the loom was ~10° and the maximum angle the loom covered was ~82°. The auditory stimulation (a 100 Hz sound at 100 dB before the 21st loom) was presented with two audio speakers (Logitech Z213) placed at ~20 cm from the fish. The background noise level was 40 dB. As for the behavioral experiment, in the fmr1 experiments, the procedures were the same but with a shorter version of the s20 stimulus train.
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