
Erik Lindholm
Erik Lindholm is a visual computing architect/researcher working at NVIDIA since 1997.
He co-architected the first GPU, the GeForce 256, designing the Transform and Lighting unit. He designed the first modern hardware-accelerated shader unit for the GeForce 3 vertex processor, and the pixel shader instruction set for the GeForce FX. He was lead architect for the unified shading GeForce 8 Streaming Multiprocessor (SM), and continues to work on unified shader architectures.
Prior to that he spent 8 years at Silicon Graphics where he worked on the VGXT, Reality Engine, and Infinite Reality. Prior to that he spent 3 years in Osaka, Japan where he worked on car navigation
display software, 3D graphics pipeline (PHIGS+) software, and ray-tracing.
He received MASc/BASc degrees in Electrical Engineering from UBC in 1986/1983.
He holds 113 granted US patents.