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Topics - JeGX

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Palit Microsystems Ltd, the leading graphics card manufacturer, releases a new line called KalmX and is consist of GeForce GTX 1050Ti series. With passive cooler and the advanced powerful Pascal architecture, Palit GeForce GTX 1050Ti KalmX - pursue the silent 0dB gaming environment.

Palit GeForce GTX 1050 Ti KalmX Features:

- The first passive cooler for GTX1050 Ti in the market
- Two nickel plated heat pipes
- Vast volume of nickel plated fins
- Copper base with heat pipes for best heat dissipation from GPU to fins
- No external power required, good for small case PC
- Affordable GTX series product, great C/P value
- Great Hardware Components

- GTX 1050 Ti KalmX homepage
- GTX 1050 Ti KalmX press release

3D-Tech News Around The Web / NVIDIA Quadro GP100 Announced
« on: February 07, 2017, 03:03:42 PM »
The new Quadro GP100, based on a full Pascal GPU, should be launched in March 2017.

Main features:
- CUDA cores: 3584
- Boost clock: 1430 MHz
- Textures units: 224
- ROPs: 128
- TDP: 235W

- NVIDIA Announces Quadro GP100 - Big Pascal Comes to Workstations
- Nvidia unveils Quadro cards powered by full GP100 Pascal GPUs, HBM2
- Nvidia Quadro GP100: Big Pascal, HBM2, and NVLink comes to workstations
- NVIDIA Powers New Class of Supercomputing Workstations with Breakthrough Capabilities for Design and Engineering

Parallel BSP traversal in compute shader, outputs sorted IB, transparent scene rendered in 1 drawcall.

- Demo description
- DX11 demo (source + exe)

Back in the early days of consumer level 3D graphics hardware, BSP trees were a common component in rendering systems. Over time it fell out of fashion as the geometric complexity increased exponentially, scenes became more dynamic, and mesh data and processing moved over to the GPU side. With that said, BSP trees do have a number of desirable properties that made them attractive solutions for the static world geometry. One such property is that one can easily traverse a BSP tree in strict visibility order. If you don't have a depth buffer, you can render things correctly by traversing it back-to-front, and if you do have one, especially with Hi-Z rejection, you can instead traverse it front-to-back and get the maximum utilization of that hardware. Now this may not be a major concern today, but sorting things for transparency is still a problem we struggle to solve properly, and for static geometry a BSP tree can solve that quite elegantly.

3D-Tech News Around The Web / Fluid Paint - Oil painting in a browser
« on: February 07, 2017, 11:41:07 AM »
Fluid Paint is a WebGL oil painting application. It produces very realistic results:

- Fluid Paint
- Source code @ github

Will it see the day of light?

Immersive gaming has never been more portable. Introducing Project Valerie, the world’s first automated triple display laptop. Constructed to be incredibly powerful yet mobile, this revolutionary laptop gives you easy access to three eye-popping 4K displays. Regardless of where you are, you can have the visual superiority of a 12K desktop setup to excel at both work and play.

- Project Valerie - Homepage
- Project Valerie - CES 2017 @ youtube
- Razer Project Valerie revealed - 11520 x 2160 Laptop: CES 2017 @ youtube

CES 2017

A new shader stage has been added in the new Vega GPU architecture. This new stage is called primitive shader.

... the updated geometry engines will also feature one more advancement, which AMD is calling the primitive shader. A new shader stage that runs in place of the usual vertex and geometry shader path, the primitive shader allows for the high speed discarding of hidden/unnecessary primitives. Along with improving the total primitive rate, discarding primitives is the next best way to improve overall geometry performance, especially as game geometry gets increasingly fine, and very small, overdrawn triangles risk choking the GPU.

AMD isn’t offering any real detail here in how the primitive shader operates, and as a result I’m curious here whether this is something that AMD’s shader compiler can automatically add, or if it requires developers to specifically call it (like they would vertex and geometry shaders).


CES 2017

The power of Pascal-based GPU farms.

The new GeForce NOW service gives you instant access to a virtual GeForce GTX 1080 gaming PC in the cloud. It turns your Mac or PC into a high-performance GeForce gaming machine.

Want to play new PC games but have a macOS- or Windows-based machine that isn’t up to the task? Become an NVIDIA GeForce NOW™ user and get instant access to GeForce GTX 1080 gaming in the cloud to play the latest games in high-definition at maximum settings and smooth framerates.

GeForce NOW connects to the leading digital stores, which means you can install the platforms and the games you currently own on your virtual gaming PC in the cloud. You can even directly install free-to-play games. Whichever game you choose, GeForce NOW supports the standard features you’re used to, including multiplayer gaming, friends lists, chat, and achievements.

The GeForce NOW service has a cost:

Prices are tied to the virtual PCs’ GPUs. $25 will get you 20 hours on a GTX 1060, while the same amount of money buys 10 hours on a GTX 1080 PC. You'll get between four and eight free hours to start off with, and Nvidia says installing games doesn’t count toward play times.


- GeForce NOW homepage
- GeForce NOW FAQ
- news @
- news @

3D-Tech News Around The Web / VFPR - a Vulkan Forward Plus Renderer
« on: December 20, 2016, 04:33:20 PM »
In this project, we created a Forward Plus (tiled forward) renderer in Vulkan using compute shader to deal with light culling.

Our implementation is ~1000% faster than regular forward renderer (tested in Vulkan) under the condition of 200 lights.

Yes, Vulkan is really powerful! We learned about Vulkan at SIGGRAPH 2016 at Anaheim, and decided to dive into it at our final project.

- VFPR @ github

The Nintendo Switch, the upcoming home gaming system from Nintendo, has been added on December 18 2016  to the list of Vulkan and OpenGL conformant products at Khronos. The gaming console will support the following APIs: Vulkan 1.0, OpenGL 4.5 and OpenGL ES 3.2.

- Vulkan Conformant Products @ Khronos
- OpenGL Conformant Products @ Khronos
- OpenGL ES Conformant Products @ Khronos
- News @

- Nintendo Switch Press Release
- First Look at Nintendo Switch @ youtube

Recently we introduced the VK_NVX_device_generated_commands (DGC) Vulkan extension, which allows rendering commands to be generated entirely on the GPU.

Earlier this week, we added support for VK_NVX_device_generated_commands to our Windows and Linux release drivers.

Today we are releasing the ‘BasicDeviceGeneratedCommandsVk’ SDK GameWorks sample. We highly recommend reading the introductory Vulkan Device-Generated Commands article in addition to this blog post.

VK_NVX_device_generated_commands is available in R376.09.

- Driver and New Sample for VK_NVX_device_generated_commands
- Vulkan Device-Generated Commands
- BasicDeviceGeneratedCommandsVk sample @ github

Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs. Modern APIs like DirectX® 12 or Vulkan™ provide the ability to schedule tasks asynchronously, which can enable higher GPU utilization with relatively little effort.


As a PBF solver FleX can't directly compete with a specialized FLIP one like Cataclysm when it comes to simulating hundreds of thousands of fluid particles in real-time, but it was never meant to do such large-scale simulations by design. FleX is a different type of solver, it can model not only liquids but solids, cloth and soft bodies (hence the term: "unified"). It also supports phase changes between different material types, which means you can take a mesh, turn it into liquid, freeze the liquid and vaporize it, for example.

In the role of a fluid solver, FleX is free to use, runs on any consumer-grade GPU newer than GTX 650, requires no simulation domes to be set up or voxel resolutions to be calculated, can be easily integrated into pretty much any game engine or DCC, produces very high-quality results and is FAST (again: for a PBF solver). To me it looks like sort of a middle-ground solution for small or medium-scale simulations.


14 is an interactive calculator for matrices.


3D-Tech News Around The Web / A practical guide to securing macOS
« on: November 24, 2016, 05:52:28 PM »
This is a collection of thoughts on securing a modern Apple Mac computer using macOS (formerly "OS X") 10.12 "Sierra", as well as steps to improving online privacy.

This guide is targeted to “power users” who wish to adopt enterprise-standard security, but is also suitable for novice users with an interest in improving their privacy and security on a Mac.

There is no security silver bullet. A system is only as secure as its administrator is capable of making it.


Our productivity tremendously depends on the tools we use. One of the fundamental tools for the software developers, researchers and analysts is the programming language. There are no silver bullets, each language fits the best for the specific purpose. Sometime it’s critical to prototype fast and we often use Python, but when it comes to the performance then C/C++ is the standard choice.
The Open Source movement significantly accelerated evolution and capabilities of the software ecosystems. It was literally impossible to build a full-fledged operational system within one-two yeas no so long ago. You can argue that Linux did it, but Linux was only a kernel that uses GNU ecosystem being developed many years before. In contrary, Redox OS appeared in the end of 2015 being developed using Rust language ecosystem and become probably the most secure existing OS. This is an excellent example of how the language selection impacts the project destiny (execution speed, reliability, security, development community, etc.).


English forum / Shadertoy Multipass Demopack
« on: November 24, 2016, 05:43:08 PM »
I finally released the demopack with Shadertoy multipass demos for GeeXLab  :P

The demopack is available in the gl-21/shadertoy-multipass/ folder of the code sample pack.

Complete story + all useful links:

English forum / Rendering real time 3D on RGB LED Matrix Panel with GeeXLab
« on: November 21, 2016, 05:09:24 PM »
First article: Adafruit 32×32 RGB LED Matrix Panel unboxing

I’m starting a series of articles about how to render real time 2D/3D graphics on RGB LED matrix panels with a Raspberry Pi. Even if the resolution of graphics is very low (32×32 pixels for a 32×32 LED display), drawing 3D stuff on that kind of display is very cool!


3D-Tech News Around The Web / globjects 1.0.0 released
« on: November 21, 2016, 04:52:25 PM »
CG Internals releasedglobjects version 1.0.0. globjects is a cross-platform, object-oriented open source library for the OpenGL API. It facilitates a modern, less cluttered, and less error-prone use of the OpenGL API: e.g., it reduces the amount of OpenGL code required for rendering and facilitates coherent OpenGL use by means of a type-safe abstraction layer based on glbinding and OpenGL Mathematics (GLM). Common rendering processes are automated and missing features of specific OpenGL drivers are partially simulated or emulated at run-time.

OpenGL uses the concept of states (e.g., point size, rasterization state) and objects (e.g., textures and shaders) by design. Since OpenGL is a C API, objects are referenced classically using handles. globjects replaces these handles with classes for each object and exposes their associated OpenGL functions and provides additional tools for convenience. For example, a globjects texture encapsulates OpenGL texture creation, initialization, modification, and deletion, as well as a default texture setup.

Code snippet:
Code: [Select]
auto program = new globjects::Program();

  globjects::Shader::fromString(GL_VERTEX_SHADER, vertexShaderSource),
  globjects::Shader::fromString(GL_FRAGMENT_SHADER, fragmentShaderSource));

program->setUniform("extent", glm::vec2(1.0f, 0.5f)));

globjects can be used in rendering frameworks and engines as a rendering API wrapper for ease of use. Furthermore, it is well suited for learning OpenGL and its concepts as it communicates modern OpenGL (and automatically uses fallback implementations within unified interfaces).

- Press release
- globjects @ github

English forum / Logitech G Products and RGB LED Illumination Functions
« on: November 19, 2016, 02:51:35 PM »
GeeXLab 0.13.0 comes with a new set of functions to deal with all of the LED backlighting and RGB capabilities of Logitech G products.

Thanks to this support, every owner of a Logitech G product can easily control the RGB lighting of its device.

The new set of functions (on Windows only) is available in Lua and Python and the documentation is available here: gh_logiled.


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