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Topics - JeGX

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21
3D-Tech News Around The Web / GIMP 2.10.0 released
« on: April 27, 2018, 05:34:28 PM »
Quote
The long-awaited GIMP 2.10.0 is finally here! This is a huge release, which contains the result of 6 long years of work (GIMP 2.8 was released almost exactly 6 years ago!) by a small but dedicated core of contributors.

Still, to get you a quick taste of GIMP 2.10, here are some of the most notable changes:

- Image processing nearly fully ported to GEGL, allowing high bit depth processing, multi-threaded and hardware accelerated pixel processing, and more.

- Color management is a core feature now, most widgets and preview areas are color-managed.

- Many improved tools, and several new and exciting tools, such as the Warp transform, the Unified transform and the Handle transform tools.
-
On-canvas preview for all filters ported to GEGL.
- Improved digital painting with canvas rotation and flipping, symmetry painting, MyPaint brush support…

- Support for several new image formats added (OpenEXR, RGBE, WebP, HGT), as well as improved support for many existing formats (in particular more robust PSD importing).

- Metadata viewing and editing for Exif, XMP, IPTC, and DICOM.

- Basic HiDPI support: automatic or user-selected icon size.

- New themes for GIMP (Light, Gray, Dark, and System) and new symbolic icons meant to somewhat dim the environment and shift the focus towards content (former theme and color icons are still available in Preferences).

- And more, better, more, and even more awesome!

Links:
- https://www.gimp.org/downloads/
- https://www.gimp.org/news/2018/04/27/gimp-2-10-0-released/
- https://www.gimp.org/release-notes/gimp-2.10.html




22
NVIDIA Nsight Graphics is a standalone developer tool that enables you to debug, profile, and export frames built with Direct3D (11,12), Vulkan, OpenGL, OpenVR, and the Oculus SDK.

Quote
Nsight Graphics is a suite of debugging and profiling tools for graphics applications. It provides insights into your application’s operation and optimal performance, and reduces your time spent debugging. Built from the same core features and codebase as Nsight Visual Studio Edition, Nsight Graphics adds several new capabilities, all in a standalone application.

Version 1.1 includes the following enhancements:
- Implemented support for Vulkan 1.1
- Increased support for ID3D12Device2
- Increased performance when debugging or profiling D3D11 applications
- Introduced new metrics in the Range Profiler including warp stall reasons and warp stall cycles
- Improved Range Profiler metric terminology for clarity
- Range Profiler now takes DXR workloads into account (requires 397.31 or later)
- Included several bug fixes and application compatibility fixes

Links
- Nsight Graphics homepage
- Nsight Graphics documentation
- Nsight Graphics 1.1 blog post
- Nsight Graphics 1.1 DOWNLOAD




23
Intel Metrics Discovery Application Programming Interface is a user mode library that provides access to GPU performance data. The library has OS abstraction layer that allows for interoperability in different environments.

Supported processors: Intel processors with Gen9 graphics devices:
- formerly Skylake (SKL),
- formerly Kabylake (KBL),
- formerly Apollo Lake/Broxton (APL/BXT).

Link: https://github.com/intel/metrics-discovery

24
GeeXLab - english forum / (WIP) GL-Z 0.4.0
« on: April 25, 2018, 02:57:58 PM »
The return of GL-Z...



25
3D-Tech News Around The Web / Vulkan Capability Viewer 1.6 released
« on: April 25, 2018, 11:38:08 AM »
Vulkan Hardware Capability Viewer is an application to display hardware implementation details for GPUs supporting the Vulkan API.

Quote
1.6 - 2018-04-24
- Support for new extensions:
    VK_KHR_push_descriptor
- Added YCBCR formats

Downloads:
- DOWNLOAD win64
- Other downloads



26
Quote
Samsung Electronics Sets New Performance Standards for NVMe SSDs with 970 PRO and EVO

New 970 series enables high-performance computing through enhanced speed, exceptional endurance and system design flexibility

RIDGEFIELD PARK, N.J.  – April 24, 2018 – Samsung Electronics America, Inc., today introduced the Samsung 970 PRO and EVO, the third generation of its industry-leading consumer solid state drive (SSD) lineup. Having led the market with the first consumer-focused NVMe SSD in 2015, Samsung continues to push the performance barriers with this latest generation of SSDs that are built for tech enthusiasts and professionals so that they can enjoy higher bandwidth for intensive workloads on PCs and workstations.

“Samsung has led the NVMe SSD industry since its inception, and the company continues to define the latest standards of consumer storage with unprecedented performance of the 970 PRO and EVO SSDs,” said Un-Soo Kim, senior vice president of Brand Product Marketing, Memory Business at Samsung Electronics. “The 970 series sets a new bar in all aspects for the NVMe SSD market with groundbreaking performance, superior reliability and best-in-class capacity.”

The Samsung 970 PRO and EVO are designed based on the M.2 form factor standard and with the latest PCIe Gen 3×4 lane interface.The 970 series maximizes the potential of NVMe bandwidth, delivering unparalleled performance for processing large volumes of data, including 3D, 4K graphics work, high-end games and data analytics.

The 970 PRO enables sequential read speed of up to 3,500 MB/s and sequential write speed of up to 2,700 MB/s[1], while the EVO features sequential read speed of up to 3,500 MB/s and sequential write speed of up to 2,500 MB/s[2]. The sequential write speeds represent an enhancement of up to 30 percent over the previous generation[3], thanks to Samsung’s latest V-NAND technology and the newly designed Phoenix controller. The 970 EVO, in particular, utilizes the Intelligent TurboWrite technology, which uses a large buffer size of up to 78GB[4]to enable faster write speeds.

In addition to the advancements in performance levels, the 970 PRO and EVO deliver exceptional endurance and reliability. Featuring a five-year warranty[5], or up to 1,200 terabytes written[6]– 50 percent higher than those provided for the previous generation[7]– the 970 PRO and EVO are built to last. The Dynamic Thermal Guard technology safeguards against overheating by automatically monitoring and maintaining optimal operating temperatures, while a heat spreader and new nickel-coated controller further lower the SSD temperatures.

The 970 PRO and EVO also provide greater system design flexibility for the high-performance computing systems. Offering a variety of high capacity options in a compact M.2 form factor – including the single-sided 2TB EVO model – the 970 series enables convenient storage expansion across a wide range of computing devices.

The 970 EVO will be offered in 250GB, 500GB, 1TB and 2TB[8]capacities, and the 970 PRO in 512GB and 1TB capacities. The 970 PRO and EVO will be available for purchase worldwide starting May 7, 2018, with manufacturer’s suggested retail prices starting at $329.99 and $119.99USD, respectively. For more information, including warranty details, please visit www.samsung.com/SSD, www.samsungssd.com.

Source: https://news.samsung.com/us/samsung-970-pro-970-evo-nvme-ssds/



27
3D-Tech News Around The Web / Sandcat browser 6.0 (Chromium + Lua)
« on: April 24, 2018, 03:04:58 PM »
Sandcat is a lightweight multi-tabbed web browser that combines the speed and power of Chromium and Lua. Sandcat comes with built-in live headers, an extensible user interface and command line console, resource viewer, and many other features that are useful for web developers and pen-testers and when you need to examine live web applications.

Links:
- Sandcat homepage
- Sandcat downloads
- Sandcat @ ghithub

28
GeeXLab - english forum / Heightmap Normal Computing
« on: April 24, 2018, 02:02:47 PM »
How to compute the normal vector of a heightmap y=f(x, z)?

http://www.geeks3d.com/hacklab/20180424/demo-heightmap-normal-computing/

The demo is available for OpenGL 3.2 capable graphics hardware. This demo can be easily converted to OpenGL 2.1 or OpenGL ES is necessary.


29
Quote
Compilers are known for doing all sorts of cool optimizations on the source code, generating very efficient assembly code. You can expect that there will be no useless computations in the compiled code. Even if you leave those inefficiencies, most major compilers will optimize everything away. Moreover, compilers are aware (to some degree) about microarchitectural details of the target CPU. So, it may seems that compiler is the one who is in charge for performance, but it’s not.

Modern high-end CPUs are also known to be really greedy when it comes for performance, and they also do amazing job at running assembly code super-fast. In this post I tried to show what optimizations you can rely on, and what patterns are still beyond CPU capabilities.

Link: https://dendibakh.github.io/blog/2018/04/22/What-optimizations-you-can-expect-from-CPU

30
GeeXLab - english forum / How to enable LuaJIT in GeeXLab
« on: April 23, 2018, 03:50:11 PM »
LuaJIT is available in GeeXLab on Windows and Linux. Here is a short post that explains how to use LuaJIT engine in place of regular Lua engine:

http://www.geeks3d.com/hacklab/20180423/how-to-enable-luajit-in-geexlab/


31
Possible specs:
- GPU: GT104 12nmFinFET - base: 1600MGh - boost: 1800MHz
- Shader cores: 3584
- Texture units: 224
- ROPs: 64
- Memory: 8 or 16GB GDDR6, 256-bit interface
- FP32 performance: 13TFLOPS

The launch is planned for Q3 2018 (July) at $699.

Links:
- https://www.extremetech.com/gaming/267982-nvidia-gtx-1180-specs-allegedly-leaked
- https://wccftech.com/nvidia-geforce-gtx-1180-specs-performance-price-release-date-prelimenary/

32
GeeXLab - english forum / GeeXLab 0.23.0.0 released
« on: April 23, 2018, 02:23:47 PM »
GeeXLab 0.23.0.0 is available for Windows 64/32-bit.

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

Changelog:
Quote
Version 0.23.0.0 - 2018.04.22
-----------------------------
+ added shader_thread_group_get_properties_nv() to gh_renderer (lua, python).
+ added conservative_rasterization_get_properties_nv() and
  conservative_rasterization_set_sub_pixel_precision_bias_nv() to gh_renderer (lua, python).
+ added support of GL_INTEL_conservative_rasterization and GL_NV_conservative_raster.
+ Vulkan: added vk_shader_core_properties_amd_get_value() to gh_renderer lib (lua, python).
+ added get_view_matrix_4x4() and get_projection_matrix_4x4() to gh_camera lib (lua, python).
+ added set_transform() and get_transform() to gh_object lib (lua, python).
* fixed gh_physx3.create_actor_mesh_v2(). Convex meshes can now be used
  in rigid body collisions.
! updated internal functions to set object transformation. Now position and orientation
  are updated when an object is updated with a transformation matrix.
! updated Vulkan plugin with latest Vulkan 1.1.74 headers.

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

33
GeeXLab - english forum / (WIP) Kapla blocks game prototype with PhysX
« on: April 19, 2018, 04:54:53 PM »
I received this screenshot from a GeeXLab user that is developing a micro-game based on Kapla constructions blocks. This is currently a prototype and I don't know if a game based on this prototype will be released in the future. But it looks cool. All blocks are managed by the PhysX 3 engine.





34
GeeXLab - english forum / GeeXLab howto / code snippets
« on: April 04, 2018, 10:28:19 AM »
I added a new HowTo page with code snippets (lua or python) that are widely used in GeeXLab demos:

http://www.geeks3d.com/geexlab/howto/

I will regularly update this page with new code snippets.

The following code snippets are currently available:
Quote
    How to create and resize a 3D camera
    How to create and resize a 2D camera
    How to create a reference grid
    How to load a 2D texture
    How to load a 2D texture with ImageMagick plugin
    How to load a 3D model with ASSIMP plugin
    How to create and use an orbit 3D camera
    How to generate a random number
    How to do color blending
    How to do create a GPU program from Lua buffers
    How to set the vertices color of a quad
    How to rotate an object with quaternions
    How to create and use a render target



35
GeeXLab - english forum / (Shadertoy to GeeXLab) Heeelix
« on: April 04, 2018, 10:00:13 AM »
The heeelix demo has been ported to GeeXLab:

More information and download links:
http://www.geeks3d.com/hacklab/20180404/shadertoy-to-geexlab-heeelix/


36
How to code a vertical separator with smooth edges:

Article + Demo: http://www.geeks3d.com/hacklab/20180403/smoothstep-based-vertical-image-separator-in-glsl/


37
GeeXLab - english forum / ImageMagick plugin: image formats
« on: April 03, 2018, 07:34:08 PM »
Here is the list of all image formats (around 200) supported by the Windows version of the ImageMagick plugin (added in GeeXLab 0.19.0):

Quote
(17:16:06:141) [ImageMagick] Image formats:
(17:16:06:142) [ImageMagick] 3FR
(17:16:06:142) [ImageMagick] 3G2 3GP A AAI AI ART ARW AVI AVS B
(17:16:06:142) [ImageMagick] BGR BGRA BGRO BMP BMP2 BMP3 BRF C CAL CALS
(17:16:06:142) [ImageMagick] CANVAS CAPTION CIN CIP CLIP CLIPBOARD CMYK CMYKA CR2 CRW
(17:16:06:142) [ImageMagick] CUR CUT DCM DCR DCX DDS DFONT DNG DPX DXT1
(17:16:06:142) [ImageMagick] DXT5 EMF EPDF EPI EPS EPS2 EPS3 EPSF EPSI EPT
(17:16:06:142) [ImageMagick] EPT2 EPT3 ERF EXR FAX FILE FITS FLIF FRACTAL FTP
(17:16:06:142) [ImageMagick] FTS G G3 G4 GIF GIF87 GRADIENT GRAY GROUP4 HALD
(17:16:06:142) [ImageMagick] HDR HISTOGRAM HRZ HTM HTML HTTP HTTPS ICB ICO ICON
(17:16:06:142) [ImageMagick] IIQ INFO INLINE IPL ISOBRL ISOBRL6 J2C J2K JNG JNX
(17:16:06:142) [ImageMagick] JP2 JPC JPE JPEG JPG JPM JPS JPT JSON K
(17:16:06:142) [ImageMagick] K25 KDC LABEL M M2V M4V MAC MAP MASK MAT
(17:16:06:142) [ImageMagick] MATTE MEF MIFF MKV MNG MONO MOV MP4 MPC MPEG
(17:16:06:142) [ImageMagick] MPG MRW MSL MSVG MTV MVG NEF NRW NULL O
(17:16:06:142) [ImageMagick] ORF OTB OTF PAL PALM PAM PANGO PATTERN PBM PCD
(17:16:06:142) [ImageMagick] PCDS PCL PCT PCX PDB PDF PDFA PEF PES PFA
(17:16:06:142) [ImageMagick] PFB PFM PGM PGX PICON PICT PIX PJPEG PLASMA PNG
(17:16:06:142) [ImageMagick] PNG00 PNG24 PNG32 PNG48 PNG64 PNG8 PNM PPM PS PS2
(17:16:06:142) [ImageMagick] PS3 PSB PSD PTIF PWP R RADIAL-GRADIENT RAF RAS RAW
(17:16:06:142) [ImageMagick] RGB RGBA RGBO RGF RLA RLE RMF RW2 SCR SCREENSHOT
(17:16:06:142) [ImageMagick] SCT SFW SGI SHTML SIX SIXEL SPARSE-COLOR SR2 SRF STEGANO
(17:16:06:142) [ImageMagick] SUN SVG SVGZ TEXT TGA THUMBNAIL TIFF TIFF64 TILE TIM
(17:16:06:142) [ImageMagick] TTC TTF TXT UBRL UBRL6 UIL UYVY VDA VICAR VID
(17:16:06:142) [ImageMagick] VIFF VIPS VST WBMP WEBP WMF WMV WPG X3F XBM

Source: http://www.geeks3d.com/hacklab/20180402/list-of-image-formats-supported-by-the-imagemagick-plugin/


38
GeeXLab - english forum / RhodiumLC 0.1.1 released
« on: April 03, 2018, 07:25:24 PM »
RhodiumLC is a simple pixel shader benchmark based on a shadertoy demo. RhodiumLC has been updated to version 0.1.1 and versions for Linux and macOS are now available.

Complete story and downloads links:
http://www.geeks3d.com/20180126/rhodiumlc-pixel-shader-gpu-benchmark-opengl/#20180403





 

39
Quote
This talk, presented at GDC 2018, covers some of the main rendering technologies used on Volition’s ‘Agents of Mayhem’. The presentation includes Volition’s adaptation of Weighted Blended Order-Independent Transparency for use with additive as well as non-additive alpha. Also covered is Volition’s approach to tile-based deferred shading, which breaks shading into multiple shaders applied per tile based on feature sets to improve SIMD occupancy. Volition’s implementation of light-blockers, which extend standard light-clip planes to finite rectangles instead of only infinite planes is also be covered, as well as how these light-blockers can be applied to Light Propagation Volumes for GI to greatly reduce light leakage.

Links:
- http://www.dsvolition.com/publications/rendering-technology-in-agents-of-mayhem/
- http://www.dsvolition.com/wp-content/uploads/2018/03/Rendering%20Technology%20in%20Agents%20of%20Mayhem.pptx

40
3D-Tech News Around The Web / D3D12 Raytracing Fallback Layer
« on: April 02, 2018, 08:16:02 AM »
Quote
The D3D12 Raytracing Fallback Layer is a library that emulates the DirectX Raytracing API on devices without native driver/hardware support.

The library is built as a wrapper around the DirectX 12 API and has distinct but similar interfaces from the DirectX Raytracing (DXR) API. The library also redirects to the DXR API when driver support exists, so developers do not need to branch code to support the DXR API simultaneously.

The goal of the Fallback Layer is to enable developers to hit the ground running with the new DXR API without the need for a GPU with hardware support and a DXR capable variant of Windows. As of the GDC release, the Fallback Layer is in an early prototype stage and is a limited substitute for a DXR driver, particularly in terms of performance. A future goal of this project is to tune the Fallback to be performant enough for real-world scenarios in lieu of a DXR driver for small-scale raytracing techniques.

Links:
- https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Libraries/D3D12RaytracingFallback
- DXR forum: http://forums.directxtech.com/index.php?board=248.0

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