 ![Erik Lindholm](/sites/default/files/styles/square_200/public/profile-images/2023-07/Erik%20Lindholm.jpg.webp?itok=36Fb2eRc) 

# 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.



Year awarded

2016