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Topics - JeGX

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GeeXLab - english forum / GeeXLab released for all platforms
« on: September 13, 2017, 01:45:19 PM »
A new version of GeeXLab is available for Windows, Linux, macOS and Raspberry Pi.

More information about this version can be found here:


3D-Tech News Around The Web / MTuner: Advanced C/C++ Memory Profiler
« on: August 24, 2017, 01:10:54 PM »
MTuner is a C/C++ memory profiler and memory leak finder for Windows, PS4, PS3, etc.

MTuner utilizes a novel approach to memory profiling and analysis, keeping entire time-based history of memory operations. This gives an unique insight in memory related behavior of your software by making queries over the entire data set.


Intel 8th generation processors based on Coffee Lake architecture will be launched tomorrow (August 22, 2017). Here is a quick overview of the specifications as well a preview of the retail boxes:

Mobile CPUs are launched today:

- Intel Launches 8th Generation Core CPUs, Starting with Kaby Lake Refresh for 15W Mobile
- Intel 8th Gen Core i5 and Core i7 Retail Boxes Pictured

Sol-R is a CUDA/OpenCL-based realtime ray-tracer compatible with Oculus Rift DK1, Kinect, Razor Hydra and Leap Motion devices. Sol-R was used by the Interactive Molecular Visualiser project (

A number of videos can be found on my channel:

Sol-R was written as a hobby project in order to understand and learn more about CUDA and OpenCL. Most of the code was written at night and during week-ends, meaning that it's probably not the best quality ever ;-)

The idea was to produce a Ray-Tracer that has its own "personality". Most of the code does not rely on any litterature about ray-tracing, but more on a naive approach of what rays could be used for. The idea was not to produce a physically based ray-tracer, but a simple engine that could produce cool images interactively.

Take it for what it is! Sol-R is a lot of fun to play with if you like coding computer generated images.


3D-Tech News Around The Web / Vulkan SDK 1.0.57 released
« on: August 11, 2017, 06:25:10 PM »
Released: August 10, 2017

This new Vulkan SDK release includes the following updates:

    A new Device Simulation Layer that allows JSON configuration of device-reported limits and capabilities
    New options in spirv-opt to reduce SPIR-V binary size
    New Vulkan extensions introduced since the 1.0.54 SDK:
    Updates to loader, layers, and documents to reflect new extensions and changes defined in Vulkan version
    Scores of bug fixes and validation coverage improvements

More details are available here:


3D-Tech News Around The Web / vkDOOM3: Vulkan renderer for DOOM 3
« on: August 11, 2017, 02:59:18 PM »
vkDOOM3 adds a Vulkan renderer to DOOM 3 BFG Edition. It was written as an example of how to use Vulkan for writing something more sizable than simple recipes. It covers topics such as General Setup, Proper Memory & Resource Allocation, Synchronization, Pipelines, etc.

NOTE: For those just wanting to dive straight into the Vulkan code you can find it here... neo/renderer/Vulkan. Also you can just search for ID_VULKAN.


3D-Tech News Around The Web / GLEW 2.1.0 with OpenGL 4.6 support
« on: August 01, 2017, 03:24:49 PM »
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file. GLEW has been tested on a variety of operating systems, including Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris.

[07-31-17] GLEW 2.1.0 adds support for OpenGL 4.6, new extensions and minor bug fixes


Geeks3D's GPU Tools / GPU Caps Viewer 1.36.x released
« on: August 01, 2017, 01:39:28 PM »
GPU Caps Viewer is available with OpenGL 4.6 support.

More information and downloads:

Windows driver version 382.88 and Linux drivers version 381.26.11 provide beta support for OpenGL 4.6 and GLSL 4.60 on capable hardware.


More info about OpenGL 4.6:

3D-Tech News Around The Web / OpenGL 4.6 specifications released
« on: July 31, 2017, 03:18:12 PM »
OpenGL celebrates 25th anniversary with 4.6 release adding 11 ARB and EXT extensions into the core specification.



Intel Core i9 7900X price: USD $999

3D-Tech News Around The Web / 3DMark Serra (new benchmark?)
« on: July 31, 2017, 10:41:09 AM »
Found this picture in one the Radeon RX Vega 64 articles:

We're excited to announce that in Windows 10 Fall Creators Update (FCU) due to ship in fall 2017, Windows Subsystem for Linux (WSL) will no longer be a beta feature and will become a fully supported Windows feature. Early adopters on the Windows Insider program will notice that WSL is no longer marked as a beta feature as of Insider build 16251.

This will be great news for those who've held-back from employing WSL as a mainline toolset: You'll now be able to leverage WSL as a day-to-day developer toolset, and become ever more productive when building, testing, deploying, and managing your apps and systems on Windows 10.


The content is running real time in 4K, the frame rate depends on the use of settings and with some optimization can run very fast on a single Titan or 1080TI (around 45 or perhaps I can hit 60). In SLI it is no problems to hit 60, so is playing it HD on regular cards. I am making use of Unreal engine and Nvidia's VXGI solution for real time lighting.

Youtube video:

The setup used to render this demo:
- Dual GTX 1080 Ti in SLI
- Intel Core i7 5960X
- Asus X99-E WS
- Corsair 64GB DDR4 2400MHz
- Acer 28" Predator XB281HK G-Sync 4K

More information and high resolution screenshots:

Geeks3D's GPU Tools / GPU Caps Viewer 1.35.x released
« on: July 28, 2017, 02:11:53 PM »
GPU Caps Viewer is available.

More information and downloads links:

The Radeon GPU Profiler (RGP) is a ground-breaking low-level optimization tool from AMD.  It provides detailed timing information on Radeon Graphics using custom, built-in, hardware thread-tracing, allowing the developer deep inspection of GPU workloads.

This unique tool generates easy to understand visualizations of how your DirectX®12 and Vulkan® games interact with the GPU at the hardware level. Profiling a game is both a quick, and simple process using the Radeon Developer Panel and the public Crimson driver.

Supported GPUs:
- AMD Radeon R9 Fury and Nano series 
- AMD Radeon RX 400, RX 500 series

- Radeon-GPUProfiler @ github
- Radeon GPU Profiler DOWNLOADS

3D-Tech News Around The Web / Where do I start graphics programming?
« on: July 28, 2017, 08:21:44 AM »
Sometimes I get this question. And since it happens frequent enough, I decided I should write it publicly so that others can benefit, and also so I don’t have to repeat myself every time

In case you don’t know me, I’m self taught. I started doing graphics programming at age 14. My first experience was Visual C++ 6.0 and dived straight into C, C++ and assembly and came out just fine. The basics I learnt by reading a random PDF I found back then “Aprenda C++ como si estuviera en primero” (in Spanish) which was a very simple introduction to the language in 87 pages. What a variable is, what an enum is. How to do basic hello world.

Then I learnt a lot by trial and error. I started with several open source Glide Wrappers which were popular at the time. I used the debugger a lot to see line by line how the variables evolved. I would often remove some snippet of code to see what would happen if I took it out. I also played a lot with XviD’s source code.

Back then I had the DirectX SDK 7.0 samples and documentation to play with and I learnt a lot from it. In particular, Mathematics of Direct3D lighting fascinated me. I ended up writing my own TnL C library written in SSE assembly. It wasn’t very useful and I haven’t really updated it in more than a decade, but it helped a lot paving my foundations for when I came into contact with Vertex & Pixel Shaders. I was shocked that what took me an entire summer vacation and lots of assembly instructions (e.g. a matrix multiplication) could be done in one line of vertex shader code.



3D-Tech News Around The Web / Vulkan Synchronization Examples
« on: July 28, 2017, 08:19:24 AM »
Lot of synchronization examples are available here:

Synchronization in Vulkan can be confusing. It takes a lot of time to understand, and even then it's easy to trip up on small details. Most common use of Vulkan synchronization can be boiled down to a handful of use cases though, and this page lists a number of examples. May expand this in future to include other questions about synchronization.

Swapchain Image Acquire and Present:
Code: [Select]
VkAttachmentReference attachmentReference = {
    .attachment = 0,

// Subpass containing first draw
VkSubpassDescription subpass = {
    .colorAttachmentCount = 1,
    .pColorAttachments = &attachmentReference,

/* Only need a dependency coming in to ensure that the first
   layout transition happens at the right time.
   Second external dependency is implied by having a different
   finalLayout and subpass layout. */
VkSubpassDependency dependency = {
    .srcSubpass = VK_SUBPASS_EXTERNAL,
    .dstSubpass = 0,
    .srcAccessMask = 0,
    .dependencyFlags = 0};

VkAttachmentDescription attachmentDescription = {
    .initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,

VkRenderPassCreateInfo renderPassCreateInfo = {
    .attachmentCount = 1,
    .pAttachments    = &attachmentDescription,
    .subpassCount    = 1,
    .pSubpasses      = &subpass,
    .dependencyCount = 1,
    .pDependencies   = &dependency};



    acquireSemaphore,   //semaphore
    &imageIndex);       //image index


VkSubmitInfo submitInfo = {
    .waitSemaphoreCount = 1,
    .pWaitSemaphores = &acquireSemaphore,
    .pWaitDstStageMask = &waitDstStageMask,
    .signalSemaphoreCount = 1,
    .pSignalSemaphores = &graphicsSemaphore};

vkQueueSubmit(..., &submitInfo, ...);

VkPresentInfoKHR presentInfo = {
    .waitSemaphoreCount = 1,
    .pWaitSemaphores = &graphicsSemaphore,

vkQueuePresentKHR(..., &presentInfo);

3D-Tech News Around The Web / Linux Graphics Demystified
« on: July 26, 2017, 07:16:53 PM »
A 49-page PDF about graphics on Linux is available here:

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