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Topics - JeGX

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1
3D-Tech News Around The Web / GALAX = GALAXY + KFA2
« on: September 19, 2014, 11:22:05 AM »
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BORN FROM NEARLY TWO DECADES OF DEDICATED DESIGN AND MANUFACTURING, NOW UNIFIED AS A ONE-WORLD BRAND.

Born from nearly two decades of dedication to the design and manufacturing of the world’s best performing gaming products, GALAXY and its European brand KFA2 today announced their global unification, officially merging to form GALAX.

Originally founded in 1994, GALAXY built its reputation as the behind-the-scenes designer and manufacturer of many of the most popular OEM-branded graphic card products on the market. Since 2000, GALAXY introduced numerous critically-acclaimed products including the world renowned "Hall of Fame" series with custom white PCBs and record breaking performance.

One of the most exciting benefits of the merger for GALAX customers will be an all new level of global brand consistency and product availability. With a single unified brand, GALAX is now able to offer every customer in every market the same world class service and support along with access to GALAX’s entire product portfolio. Our customers guide everything we do at GALAX, and it’s this commitment that defines us as a company.

GALAX will continue providing all current levels of service and support to all Galaxy/KFA2 customers, and will of course honour all Galaxy/KFA2 warranties to their full extent.

Link: http://www.galax.net/europe/news_press_launch.html

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Intel® Processor Graphics refers to the technology that provides graphics, compute, media,
and display capabilities for many of Intel’s SoC products. Within Intel, architects colloquially
refer to Intel® Processor Graphics architecture as simply “Gen”, short for Generation. A specific
generation of the Intel® Processor Graphics architecture may be referred to as “Gen6” for
generation 6, or “Gen7” for generation 7, etc. The branded products Intel® HD Graphics 4600,
Intel® Iris™ Graphics 5100, and Intel® Iris™ Pro Graphics 5200 are all derived from instances
of Intel® Processor Graphics Gen7.5 architecture. Intel® HD Graphics 5300 is the first released
product derived from an instance of Intel® Processor Graphics Gen8 architecture. This
whitepaper focuses on just the compute architecture within Intel® Processor Graphics
Gen8. For shorthand, in this paper we may use the term Gen8 compute architecture to refer
to just those compute components. The whitepaper also briefly discusses the instantiation of
Intel® Processor Graphics Gen8 within the recently released Intel® Core™ M Processor for low
power form factors. Additional processor products that include Intel Processor Graphics Gen8
may be released in the near future.


Link to the PDF: https://software.intel.com/en-us/file/compute-architecture-of-intel-processor-graphics-gen8pdf

via: http://www.geeks3d.com/20140630/intel-hd-graphics-drivers-v10-18-10-3652-with-opengl-4-3-support/comment-page-1/#comment-58676

3
3D-Tech News Around The Web / Zotac GeForce GTX 970
« on: September 11, 2014, 04:28:10 PM »

5
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/




6
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/





7
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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

8
3D-Tech News Around The Web / SIGGRAPH 2014: DirectX 12 on Intel
« on: August 15, 2014, 04:27:12 PM »
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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

10
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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

11
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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
3D-Tech News Around The Web / Metal, a new graphics API for iOS 8
« on: July 03, 2014, 04:32:38 PM »
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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/

16
3D-Tech News Around The Web / DirectXMesh geometry processing library
« on: July 02, 2014, 06:47:30 PM »
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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/

18
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/


19
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/



20
Forum en français / Effet 2D: le Twirl (ou Swirl) en GLSL
« on: June 30, 2014, 09:32:31 AM »
Voilà un petit article sur un effet de déformation 2d bien connu: le twrirling ou swirling:

http://www.geeks3d.com/3dfr/20140627/effet-2d-le-twirl-ou-swirl-en-glsl/

Cet article est dispo sur un nouveau blog en français que je vais essayer de mettre à jour aussi souveant que possible.


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