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Topics - JeGX

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1
3D-Tech News Around The Web / Intel discrete GPU prototype
« on: February 19, 2018, 04:35:04 PM »
Intel is working on a dicrete GPU prototype based on the Gen9 architecture.
Quote
The company's first 14 nm dGPU prototype, shown as a test-chip at the ISSCC, is a 2-chip solution. The first chip contains two key components, the GPU itself, and a system agent; and the second chip is an FPGA that interfaces with the system bus. The GPU component, as it stands now, is based on Intel's Gen 9 architecture, and features a three execution unit (EU) clusters.

Links:
- https://www.techpowerup.com/241669/intel-unveils-discrete-gpu-prototype-development
- https://pc.watch.impress.co.jp/docs/column/kaigai/1107078.html



2
GeeXLab - english forum / GeeXLab 0.21.x released
« on: February 17, 2018, 04:39:42 PM »
Versions 0.21.0.2 (Linux, macOS, RPi and Tinker Board) and 0.21.1.0 (Windows) of GeeXLab have been released.

Release notes:
http://www.geeks3d.com/hacklab/20180216/geexlab-0-21-x-released-for-all-platforms-assimp-support-added/

Downloads:
http://www.geeks3d.com/geexlab/downloads/

Downloads:
http://www.geeks3d.com/geexlab/changelog/

3
Quote
Graphite is an experimental 3D modeler, built in top of the Geogram programming library. It has data structures and efficient OpenGL visualization for pointsets, surfacic meshes (triangles and polygons), volumetric meshes (tetrahedra and hybrid meshes). It has state-of-the-art mesh repair, remeshing, reconstruction algorithms. It also has an interface to the Tetgen tetrahedral mesh generator (by Hang Si).

Reading Graphite source code is also an excellent tutorial about the use of Lua and ImGui (GeeXLab...).

Links:
- https://gforge.inria.fr/frs/?group_id=1465
- http://alice.loria.fr/software/graphite/doc/html/



4
3D-Tech News Around The Web / Flicks: very small unit of time for C++
« on: January 26, 2018, 12:24:46 PM »
Quote
When working creating visual effects for film, television, and other media, it is common to run simulations or other time-integrating processes which subdivide a single frame of time into a fixed, integer number of subdivisions. It is handy to be able to accumulate these subdivisions to create exact 1-frame and 1-second intervals, for a variety of reasons.

Knowing that you should never, ever use floating point representations for accumulated, simulated time (lest your temporal accuracy degrade over time), the std::chrono time tools in C++ are ideal. However, the highest usable resolution, nanoseconds, doesn't evenly divide common film & media framerates. This was the genesis of this unit.


A flick (frame-tick) is a very small unit of time. It is 1/705600000 of a second, exactly.

1 flick = 1/705600000 second

This unit of time is the smallest time unit which is LARGER than a nanosecond, and can in integer quantities exactly represent a single frame duration for 24 Hz, 25 Hz, 30 Hz, 48 Hz, 50 Hz, 60 Hz, 90 Hz, 100 Hz, 120 Hz, and also 1/1000 divisions of each, as well as a single sample duration for 8 kHz, 16 kHz, 22.05 kHz, 24 kHz, 32 kHz, 44.1 kHz, 48 kHz, 88.2 kHz, 96 kHz, and 192kHz, as well as the NTSC frame durations for 24 * (1000/1001) Hz, 30 * (1000/1001) Hz, 60 * (1000/1001) Hz, and 120 * (1000/1001) Hz.

That above was one hell of a run-on sentence, but it's strictly and completely correct in its description of the unit.

This makes flicks suitable for use via std::chrono::duration and std::ratio for doing timing work against the system high resolution clock, which is in nanoseconds, but doesn't get slightly out of sync when doing common frame rates.

We also support some common audio sample rates as well. This list is not exhaustive, but covers the majority of digital audio formats. They are 8kHz, 16kHz, 22.05kHz, 24kHz, 32kHz, 44.1kHz, 48kHz, 88.2kHz, 96kHz, and 192kHz.

Though it is not part of the design criteria, 144 Hz, which some newer monitors refresh at, does work correctly with flicks.


Link: https://github.com/OculusVR/Flicks

5
Quote
Pixie is my own little game engine for C/C++. A basic framework for making small retro styled 2D games. It supports 256 colors, and draws some of its inspiration from old-school BASIC programming languages.

Currently, the code is very much in pre-beta stage. Expect lots of things not to work. There's no documentation. There are bits missing, and bits which are just plain wrong. I am putting it up here so I have a place to point people to when I ask them to look things over and give me feedback - but it is probably too early to start using it for a real project.

Link:
- https://github.com/mattiasgustavsson/pixie



6
3D-Tech News Around The Web / GCC 7.3 released
« on: January 26, 2018, 12:13:42 PM »
Quote
The GNU Compiler Collection version 7.3 has been released.

GCC 7.3 is a bug-fix release from the GCC 7 branch
containing important fixes for regressions and serious bugs in
GCC 7.2 with more than 99 bugs fixed since the previous release.

This release includes code generation options to mitigate
Spectre Variant 2 (CVE 2017-5715) for the x86 and powerpc targets.

Links:
- https://gcc.gnu.org/ml/gcc/2018-01/msg00197.html
- https://gcc.gnu.org/gcc-7/
- https://gcc.gnu.org/gcc-7/changes.html
- http://www.gnu.org/prep/ftp

7
3D-Tech News Around The Web / MAINGEAR ACM (Advanced Crypto Miner) PC
« on: January 25, 2018, 07:48:26 PM »
Quote
MAINGEAR is proud to announce a strategic partnership with Unikrn, a leading esports brand. MAINGEAR will be breaking new ground into crypto mining with co-branded UnikoinGold (UKG) crypto-mining capable PCs — the MAINGEAR ACM Advanced Crypto Miner and MAINGEAR ACM PRO — available later this year.

Engineered to be the ultimate crypto mining system with a desktop form factor

The new MAINGEAR ACM (Advanced Crypto Miner) features a unique cube-shaped chassis and options for MAINGEAR automotive paint finishes and MARC II full coverage artwork, the MAINGEAR ACM is designed to look as good as it performs. For professional installations, the MAINGEAR ACM PRO will offer additional expansion as well as a rack mountable chassis. Both systems will allow for the mining of Ethereum or Unikrn’s UnikoinGold, and will offer owners exclusive mining pools and rates so they will be able to build their UKG stores at unparalleled efficiencies.

Link: https://www.maingear.com/custom/workstations/acm/index.php



8
3D-Tech News Around The Web / GPU-Z 2.7.0 released
« on: January 23, 2018, 03:52:59 PM »
Quote
v2.7.0 (January 23rd, 2018)
- GPU-Z will no longer block Windows shutdown/restart on Fall Creators Update
- Updated NVFlash for newer NVIDIA cards like GTX 1070 Ti
- Fixed reported VRAM size on Vega (now 8192 MB)
- Fixed incorrect labelling of GPU Memory Clock Sensor on NVIDIA
- Fixed Polaris 21 OpenCL and TMU/ROP detection

Download:
- Geeks3D
- TPU




9
Geeks3D's GPU Tools / FurMark 1.20.0 released
« on: January 23, 2018, 02:38:16 PM »
FurMark 1.20 is available. More information and download:

http://www.geeks3d.com/20180123/furmark-1-20-0-gpu-stress-test-download/


10
3D-Tech News Around The Web / Wine 3.0 released
« on: January 19, 2018, 10:56:45 AM »
Quote
The Wine team is proud to announce that the stable release Wine 3.0
is now available.

This release represents a year of development effort and over 6,000
individual changes. It contains a large number of improvements that
are listed in the release notes below. The main highlights are:

  - Direct3D 10 and 11 support.
  - The Direct3D command stream.
  - The Android graphics driver.
  - Improved DirectWrite and Direct2D support.

Once again, because of the annual release schedule, a number of
features that are being worked on have been deferred to the next
development cycle. This includes in particular Direct3D 12 and Vulkan
support, as well as OpenGL ES support to enable Direct3D on Android.

Links:
- https://www.winehq.org/announce/3.0
- https://www.winehq.org/download

11
3D-Tech News Around The Web / Unity 2018: Book of the Dead (Trailer)
« on: January 16, 2018, 09:10:33 PM »
Quote
Unity’s Demo Team, creators of “Adam”(2016) and “The Blacksmith” (2015), are excited to announce Book of the Dead, a first-person interactive story showcasing the capabilities of Unity 2018 for powering high-end visuals for game productions.

Book of the Dead demonstrates what is possible when using Unity 2018’s new Scriptable Render Pipeline (SRP), which provides enhanced customizability of Unity’s rendering architecture, putting more control in the hands of the developers.

The project is built on the new High-Definition Render Pipeline template shipping with Unity 2018. and various powerful customizations enabled by the SRP.

All of the natural environment assets in the demo are photogrammetry-scanned real-world objects and textures. The majority of them come from Quixel Megascans, a publicly available library of high-quality scanned assets, which is used widely by high-end game production and film VFX professionals alike.

Links:
- Book of the Dead - Teaser @ youtube
- Book of the Dead @ unity3d


12
3D-Tech News Around The Web / Tree It: free real time 3d tree generator
« on: January 16, 2018, 05:22:56 PM »
Quote
Tree It is an easy to use and powerfull real time 3d tree generator for the simple creation of your very own 3d tree models for your dark basic pro and dark GDK apps and games. All Tree It model exports are 100% free to use with any engine and project, whether it's darkbasic or unreal 4.

Features:
  - Very easy to create high quality 3D trees.
  - Create any tree, not limited to just one tree type.
  - Edit joints as well as break joints.
  - Render to image for leaf creation.
  - Adjustable LOD slider.
  - Exports to *.dbo *.obj *.x .
  - Free.

Link: http://www.evolved-software.com/treeit/treeit

I quickly tested it and it exports proper OBJ objects with vertex normal, uvmap and material file!






13
Geeks3D's GPU Tools / GPU Caps Viewer 1.38.0 released
« on: January 16, 2018, 04:51:21 PM »
GPU Caps Viewer 1.38.0.0 is available.

Release highlights and downloads:
http://www.geeks3d.com/20180116/gpu-caps-viewer-1-38-0-released/


14
Geeks3D's GPU Tools / GPU Shark 0.11.0 released
« on: January 16, 2018, 02:38:43 PM »
GPU shark 0.11.0 is available with new GPUs and bug fixes.

Release notes and download link:
http://www.geeks3d.com/20180116/gpu-shark-0-11-0-released/



15
3D-Tech News Around The Web / GPU-Z 2.6.0 released
« on: January 16, 2018, 12:08:59 PM »
Quote
v2.6.0 (January 16th, 2018)
    Sensor refresh will no longer lag the GPU-Z window
    Fixed GPU-Z not starting at all due to broken UPX EXE compressor
    Fixed crashes on RX Vega
    Fixed fan RPM monitoring on RX Vega
    Added support for Radeon Adrenalin Edition
    RX560 GPU renamed from Baffin to Polaris 21 at AMD's request
    Added support for NVIDIA Titan V, GeForce GTX 1060 5 GB, Tesla K40m, GeForce 825M, Quadro M520, NVIDIA NVS 810, NVIDIA Grid M6-8Q
    Added support for AMD Vega 8 Raven Ridge Graphics, Pro WX 9100
    Added support for Intel HD Graphics P630, UHD Graphics 630, Gemini Lake UHD Graphics 600
    Fixed GP100 die size
    Fixed Braswell 16 vs 12 EU count
    Fixed crash on AMD cards with empty board Id (MSI RX 580 Armor)

Download:
- Geeks3D
- TPU



16
3D-Tech News Around The Web / Meltdown attack explained for developers
« on: January 12, 2018, 05:11:34 PM »
Quote
I read the Meltdown paper so you don't have to

Meltdown is a cache-timing attack on Intel CPUs that allows all memory to be read by any process because of how they do Speculative Execution. If that sounds like a handful, we wrote this blog for you!

This post includes everything you must know before you can understand Meltdown as a developer (we assume no knowledge of CPU internals).

Link:
- https://razorpay.com/blog/meltdown-paper-summary/

17
3D-Tech News Around The Web / cglm: Optimized OpenGL/Graphics Math for C
« on: January 12, 2018, 04:38:54 PM »
Quote
OpenGL Mathematics (glm) for C

The original glm library is for C++ only (templates, namespaces, classes...), this library targeted to C99 but currently you can use it for C89 safely by language extensions e.g __register

Link:
- https://github.com/recp/cglm

18
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This project implements a 2D fluid solver completely on the GPU using OpenGL 4.3.

The solver features a marker-and-cell grid, vorticity confinement, fluid implicit particle, 3rd order Runge-Kutta advection, a conjugate gradient solver with incomplete Poisson preconditioner, and a heat diffusion/buoyancy model.

Links:
- https://github.com/tunabrain/gpu-fluid
- https://benedikt-bitterli.me/gpu-fluid.html
- https://benedikt-bitterli.me/vorton-fluid.html

19
3D-Tech News Around The Web / meshoptimizer: Mesh optimization library
« on: January 12, 2018, 03:21:05 PM »
meshoptimizer is a mesh optimization library that makes indexed meshes more GPU-friendly.

Quote
When GPU renders triangle meshes, various stages of the GPU pipeline have to process vertex and index data. The efficiency of these stages depends on the data you feed to them; this library provides algorithms to help optimize meshes for these stages, as well as algorithms to reduce the mesh complexity and storage overhead.

The library provides a C and C++ interface for all algorithms; you can use it from C/C++ or from other languages via FFI (such as P/Invoke).

Links:
- https://github.com/zeux/meshoptimizer
- Latest version 0.7: https://github.com/zeux/meshoptimizer/releases/tag/v0.7
 

20
NVIDIA has released GeForce 390.65 two days ago with security updates against Spectre based attacks.

Quote
NVIDIA is providing an initial security update to mitigate aspects of Google Project Zero’s January 3, 2018 publication of novel information disclosure attacks that combine CPU speculative execution with known side channels.

The vulnerability has three known variants:

- Variant 1 (CVE-2017-5753): Mitigations are provided with the security update included in this bulletin. NVIDIA expects to work together with its ecosystem partners on future updates to further strengthen mitigations.

- Variant 2 (CVE-2017-5715): NVIDIA’s initial analysis indicates that the NVIDIA GPU Display Driver is potentially affected by this variant. NVIDIA expects to work together with its ecosystem partners on future updates for this variant.

- Variant 3 (CVE-2017-5754): At this time, NVIDIA has no reason to believe that the NVIDIA GPU Display Driver is vulnerable to this variant.

More information: http://nvidia.custhelp.com/app/answers/detail/a_id/4611

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