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Messages - JeGX

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1
English forum / GLSL Hacker 0.7.0.3
« on: August 28, 2014, 07:14:45 PM »
A new update of GLSL Hacker is available. You can download it from this page:

http://www.geeks3d.com/glslhacker/download.php


v0.7.0.3 Changelog:
Quote
+ added a set of functions (gh_renderer.query_xxxx()) for GL_ARB_pipeline_statistics_query (OpenGL 4.5).
* GPU monitoring plugin: added GeForce GTX 745, GT 720, GTX 700M series, GT 700M series, 800M series and GTX 800M series.
* GPU monitoring plugin: updated with latest NVAPI R340.
* bugfix: the menubar is no longer displayed in fullscreen mode (Windows version).
+ added set_orientation_cubemap() to gh_camera lib.

2
English forum / GLSL Hacker 0.7.0.2
« on: August 28, 2014, 07:12:23 PM »
A new update of GLSL Hacker is available. You can download it from this page:

http://www.geeks3d.com/glslhacker/download.php


v0.7.0.2 Changelog:
Quote
+ added new plugin for Leap Motion device + new gh_leap library (Lua).
+ re-enabled log dialog box (Windows version) in Tools > Show log dialog box.
+ Lua print() redirected to log file.
+ added create_disc() to gh_mesh lib.
+ added gh_renderer.blending() and gh_renderer.blending_off() to quickly
  enable/disable color blending.
+ added new openGL queries to gh_renderer.get_capability_4i().
! improved robustness of the Lua version of gh_utils.trace().

4
Forum en français / Articles sur le billboarding (particules) en GLSL
« on: August 15, 2014, 04:42:35 PM »
Voici quelques articles sur la façon de faire du billboarding dans le vertex shader et dans le geometry shader en GLSL.

- Billboarding dans le Vertex Shader:
  http://www.geeks3d.com/3dfr/20140807/billboarding-dans-le-vertex-shader-glsl/

- Rendu de Particules et Billboarding avec le Geometry Shader :
  http://www.geeks3d.com/3dfr/20140814/rendu-de-particules-billboarding-geometry-shader-glsl-opengl-tutorial/


Les demos GLSL Hacker qui accompagnent ces articles se trouvent dans le demopack:

- host_api/GLSL_Billboarding/

- host_api/GLSL_Billboarding_Geometry_Shader/




5
English forum / Billboarding in GLSL
« on: August 15, 2014, 04:39:32 PM »
Here are some articles about how to do billboarding in the vertex shader and in the geometry shader in GLSL.

- Simple Billboarding Vertex Shader:
  http://www.geeks3d.com/20140807/billboarding-vertex-shader-glsl/

- Particle Billboarding with the Geometry Shader:
  http://www.geeks3d.com/20140815/particle-billboarding-with-the-geometry-shader-glsl/


GLSL Hacker demos that illustrate these articles can be found in the code sample pack

- host_api/GLSL_Billboarding/

- host_api/GLSL_Billboarding_Geometry_Shader/





6
Quote
Announced earlier this week, the next-gen version of OpenGL is a complete, from-the-ground-up rewrite aimed at slashing overhead and giving developers more control over the hardware. In that sense, the upcoming API, which Huddy calls "OpenGL Next," will follow in the footsteps of Mantle and DirectX 12.

Huddy told us AMD has done a "great deal of work" with the Khronos Group, the stewards of the OpenGL spec, on OpenGL Next. AMD has given the organization unfettered access to Mantle and told them, in so many words, "This is how we do it. If you want to take the same approach, go ahead." Khronos is free to take as many pages as it wants out of the Mantle playbook, and AMD will impose no restrictions, nor will it charge any licensing fees.

Link: http://techreport.com/news/26922/amd-hopes-to-put-a-little-mantle-in-opengl-next

7
3D-Tech News Around The Web / SIGGRAPH 2014: DirectX 12 on Intel
« on: August 15, 2014, 04:27:12 PM »
Quote
This week at SIGGRAPH 2014 Intel is showing a technology demo using Microsoft's upcoming DirectX 12 API that highlights the strong relationship between performance and power.

In the demo we render a scene of 50,000 fully dynamic and unique asteroids in one of two modes: maximum performance and maximum power saving. The application can switch between using the DirectX 11 and DirectX 12 APIs at the tap of a button. We are showing the demo in our SIGGRAPH booth running live on a Microsoft Surface Pro 3 tablet with an Intel® 4th Generation Core™ processor.

All of the results here were captured when the tablet was running in a steady, thermally-constrained state. This represents the experience of playing a demanding game for more than 10-15 minutes.

Links:
- https://software.intel.com/en-us/blogs/2014/08/11/siggraph-2014-directx-12-on-intel

- http://blogs.msdn.com/b/directx/archive/2014/08/13/directx-12-high-performance-and-high-power-savings.aspx

9
Quote
Image blur filters are commonly used in computer graphics – whether it is an integral part of a Depth of Field or HDR Bloom, or another post process effect, blur filters are present in most 3D game engines and often in multiple places. Blurring an image is a fairly trivial thing to do: just collect neighboring pixels, average them and you get your new value, right?

Well, yes, but there are different ways of doing it with different visual results, quality and performance.

In this article I’ll focus primarily on performance (and quality trade-offs), as the difference in cost between a naïve and a more optimal solution can sometimes be an order of magnitude, but also different algorithms can be more optimal on different hardware.

Link: https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms

10
GpuTest / Re: Failed to complete a test - What does it mean?
« on: August 11, 2014, 03:44:36 PM »
Hi Jonas,

the PixMark Julia OpenGL 4.0 requires the support of FP64 in the GLSL. And I think the 8600M GT does not support OpenGL 4 FP64.
Can you run the PixMark Julia FP32 (OpenGL 2.1 / 3.2) ? What is your OSX version?

11
Quote
OpenGL 4.5 Specification Released

Khronos publicly released the OpenGL 4.5 specification today, bringing the very latest functionality to the industry’s most advanced 3D graphics API while maintaining full backwards compatibility, enabling applications to incrementally use new features. The full specification and reference materials are available for immediate download from the OpenGL Registry. New functionality in the core OpenGL 4.5 specification includes:

  • Direct State Access (DSA) – object accessors enable state to be queried and modified without binding objects to contexts, for increased application and middleware efficiency and flexibility;
  • Flush Control - applications can control flushing of pending commands before context switching – enabling high-performance multithreaded applications;
  • Robustness - providing a secure platform for applications such as WebGL browsers, including preventing a GPU reset affecting any other running applications;
  • OpenGL ES 3.1 API and shader compatibility – to enable the easy development and execution of the latest OpenGL ES applications on desktop systems;
  • DX11 emulation features – for easier porting of applications between OpenGL and Direct3D.

Complete press release: https://www.khronos.org/news/press/khronos-group-announces-key-advances-in-opengl-ecosystem



12
Forum en français / Leap Motion (GLSL Hacker v0.7.0.2+)
« on: August 05, 2014, 05:19:08 PM »
Un article sur le controlleur Leap Motion est disponible ici:

http://www.geeks3d.com/3dfr/20140805/leap-motion-le-detecteur-de-mains-sans-contact-touchless-hand-tracking/

Le support du Leap Motion a été ajouté dans GLSL Hacker 0.7.0.2 (plugin dispo pour Windows et OS X). Pour le moment le support du Leap Motion est limité à la position et orientation des os des doigts ainsi que la position et orientation de la paume de la main.



La demo est dispo dans le répertoire host_api/LeapMotion/ du demopack de GLSL Hacker:
http://www.geeks3d.com/glslhacker/cs/




13
English forum / Leap Motion (GLSL Hacker v0.7.0.2+)
« on: August 05, 2014, 05:15:22 PM »
An article about the Leap Motion device is available here:

http://www.geeks3d.com/20140805/leap-motion-touchless-hand-tracking-controller/

GLSL Hacker 0.7.0.2 comes with the support of the Leap Motion controller. This support is currently limited to the position and orientation of the bones of the fingers and  the position and orientation of the palm of the hand.



The demo is available in the host_api/LeapMotion/ folder of the code sample pack:
- http://www.geeks3d.com/glslhacker/cs/


15
I think you launched GpuTest.app only. 
GpuTest.app without command line params displays the simple triangle demo only.

Try to start the graphical user interface: GpuTest_GUI.app and let me know.

16
3D-Tech News Around The Web / Metal, a new graphics API for iOS 8
« on: July 03, 2014, 04:32:38 PM »
Quote
At its recent World Wide Developers Conference, Apple introduced Metal, a new graphics API that’s low-overhead, high efficient, and designed specifically for the A7 chip. It provides a way for game makers to take full advantage of iOS hardware and achieve far greater realism, detail, and interactivity in their games than ever before.

We’ll be adding support for Metal soon, but in advance, wanted to take you through the new technology and explain why it is such a big deal.

Link: http://blogs.unity3d.com/2014/07/03/metal-a-new-graphics-api-for-ios-8/

17
3D-Tech News Around The Web / DirectXMesh geometry processing library
« on: July 02, 2014, 06:47:30 PM »
Quote
DirectXMesh, a shared source library for performing various geometry content processing operations including generating normals and tangent frames, triangle adjacency computations, and vertex cache optimization.
Quote

Link: https://directxmesh.codeplex.com/

19
Voila un petit tuto d'introduction aux shader subroutines d'OpenGL 4.0 (en français):

http://www.geeks3d.com/3dfr/20140701/tutorial-introduction-shader-subroutines-opengl-4-0/


20
Forum en français / Rendu de l’Attracteur de Lorenz
« on: June 30, 2014, 09:36:29 AM »
Le rendu de l'attracteur de Lorenz ça vous dit? Alors allez visiter cette page:

http://www.geeks3d.com/3dfr/20140627/rendu-attracteur-de-lorenz-3d/



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