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Topics - JeGX

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241
3D-Tech News Around The Web / Pixel Bender
« on: September 13, 2009, 04:26:17 PM »
Link: http://labs.adobe.com/downloads/pixelbender.html

The Adobe Pixel Bendertechnology delivers a common image and video processing infrastructure which provides automatic runtime optimization on heterogeneous hardware. You can use the Pixel Bender kernel language to implement image processing algorithms (filters or effects) in a hardware-independent manner.  The Pixel Bender graph language is an XML-based language for combining individual pixel-processing operations (kernels) into more complex Pixel Bender filters.

242
Virtual visit to the newest Vizerra 3D Model – Prague’s Old Town Square.

Links:
- http://vizerra.com
- http://vizerra.com/doc/Vizerra_Explore_3D_Prague_Old_Town.pdf

I already talked about Vizerra in this post:
http://www.geeks3d.com/20090623/visit-the-most-beautiful-places-in-the-world-in-3d-with-vizerra/




244
Link: http://www.legitreviews.com/article/1056/1/

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The SAPPHIRE Vapor-X Radeon HD 4890 2GB GDDR5 PCI Express 2.0 video card is one of the fastest single slot graphics cards on the market today. This versatile and powerful card has 2GB of high-performance GDDR5 memory running at 1050MHz, while the core operates at 870MHz. Read on to see how this factory overclocked card does on out 30" display.

247
Atangeo Balancer is a tool to optimize and simplify 3D models. Its exceptional performance and a novel user interface allow finding perfect balance between visual appearance and the number of polygons, quickly and easily. Balancer utilizes a high quality polygon reduction (aka mesh simplification or decimation) to preserve the visual appearance of your model. The model features, normals, texture coordinates, layer boundaries are all honored by Balancer. It can optimize your models even further to dramatically speed up rendering of your models. Balancer features a fast and efficient triangle reordering that can be tuned for various rendering methods like triangle strips and array/buffer based rendering. Balancer Lite is a free version. It is fully functional but works with small meshes only. The limits for a single mesh are 15000 triangles and 10000 vertices.

More information here: http://www.atangeo.com

248
3D-Tech News Around The Web / Asus MARS Quad SLI - Extreme Gaming
« on: August 27, 2009, 06:14:15 PM »
Link: http://www.driverheaven.net/reviews.php?reviewid=832&pageid=1

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With Nvidia not going ahead with an enhanced GTX295 ASUS have decided to do so themselves and the result of this venture is their MARS card. In addition to cores which are higher specification than the standard GTX295 Asus have also pushed the cards as far as they can go in terms of memory support with each GPU having access to 2 GB of GDDR3... that’s 4 GB per MARS card, more than enough to make enthusiasts and benchmark junkies drool with excitement.

So today we see how much of an improvement the MARS card is over a standard GTX 295 but we won’t stop there... we will also pair two of these cards in SLI to create a configuration which is essentially the same as GTX 285 Quad SLI. Asus have basically rewritten the Nvidia rulebook – so today we find out if this incredible engineering creates a card that is significantly better than anything else currently available.

250
Link: http://arstechnica.com/hardware/news/2009/08/holographic-gpu-renders-at-near-real-time-speeds.ars

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Researchers develop specialized hardware to render holographic projections at near real-time speeds. The framerate leaves a bit to be desired, however, so don't throw your 3D glasses away just yet.

251
3D-Tech News Around The Web / OpenCL Tutorial - Introduction to OpenCL
« on: August 26, 2009, 12:58:37 PM »
Link: http://www.macresearch.org/opencl_episode1

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With the launch of Snow Leopard this Friday, now is the time to start getting revved up for some of the new technologies coming with this release. One of them, OpenCL, is near and dear to my heart. And this tutorial series will hopefully help getting many of you acquainted with the technology and what it can do. Instead of doing text tutorials, I've decided to present these as video tutorials.

252
3D-Tech News Around The Web / Intel Media Software Development Kit (SDK)
« on: August 20, 2009, 08:04:36 AM »
Link: http://software.intel.com/en-us/articles/enabling-high-performance-video-encoding-decoding-and-preprocessing/

The version 1.0 release of the Intel® Media Software Development Kit (SDK) equips developers with a standard application programming interface (API) for creating video solutions that target consumer and professional uses. Broadly spanning Intel hardware platforms, the Intel Media SDK can also be extended to support thirdparty hardware through custom dynamic link libraries (DLLs).

The Intel Media SDK is available as a free download to members of the Visual Adrenaline Developer’s Program. There is no cost to join; a simple sign-up process will get you started and provide access to the Intel Media SDK.

253
3D-Tech News Around The Web / Gigabyte GTS 250 1GB vs 9600GT 512MB
« on: August 20, 2009, 07:41:38 AM »
Link: http://www.pcper.com/article.php?aid=758

Mid-range GPU comparison: Gigabyte GTS 250 1GB and 9600GT 512MB Graphics Cards.

Quote
Gigabyte adds two more graphics offerings to saturated mid-range video card market.

The GTS 250 is the successor to the highly-capable 9800 GTX+ and Gigabyte's version of the GTS 250 sports 1GB of GDDR3 memory as well as a custom low-profile GPU cooler made by Zalman. Gigabyte claims this GPU heatsink will help users see overclocking gains between 10 and 30 percent.

The 9600GT also sports quite a few impressive features this price point that include support for DirectX 10, Shader Model 4.0, OpenGL 2.0 and NVIDIA's PureVideoHD technologies. The card's core clock runs at 650MHz, relieving your CPU of pixel crunching duty.

254
Link: http://www.legionhardware.com/document.php?id=852&p=0

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Today we are taking a quick look at the multiplayer performance using various high-end graphics cards in the new Wolfenstein game. This is the sequel to Return to Castle Wolfenstein, which has been built using the id Tech 4 engine, a heavily modified version we might add…

255
Link: http://www.xbitlabs.com/articles/video/display/catalyst-9-8.html

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The results of my test session suggest that AMD/ATI programmers have done a good job to optimize the graphics card driver for the new OS (and not only for it because Windows Vista and Windows 7 share the same Catalyst driver pack). The Radeon HD 4890 and Radeon HD 4870 X2 perform faster with the newer driver than with Catalyst 9.7 in Tom Clancy's H.A.W.X., Far Cry 2, and Company of Heroes: Tales of Valor. A smaller performance growth could also be observed in Cryostasis: Sleep of Reason, Lost Planet: Colonies, and S.T.A.L.K.E.R.: Clear Sky. In the other games and benchmarks the two versions of the driver are equal to one another. The new version does not provoke a performance hit in any game, except for a minor reduction of speed in Stormrise. I noticed no image defects with the new version of the driver during my tests, so Catalyst 9.8 is undoubtedly a step forward and I recommend it for installation and use under Windows 7 and Vista.

256
Link: http://www.ddj.com/windows/219400636

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Silverlight 3 doesn't offer native support for loading and rendering 3D models. However, Balder offers a very complete managed 3D engine for Silverlight 3. It achieved the necessary frame rate taking advantage of Silverlight's threading capabilities.

257
Link: http://www.gamedev.net/reference/programming/features/cellTxt/

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Creating procedural textures is mostly done by taking some basic shapes or patterns, and manipulating them. Manipulations can be colour inversion, blending or adding to textures, and so on. Basic shapes are things like circles, rectangles, plasma noise, or cellular patterns / textures.

In this article I am going to explain how to generate these cellular textures.

258
Link: http://www.xbitlabs.com/news/video/display/20090813235412_Tim_Sweeney_GPGPU_Software_Uneconomical_to_Develop_GPUs_Set_to_Disappear.html

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Tim Sweeney, chief executive officer of Epic Games, said during his keynote at High Performance Graphics 2009 conference earlier this month that it is dramatically more expensive to develop software that relies on general purpose computing on graphics processing units (GPGPU) than to create a program that utilizes central processing units. He also re-iterated his earlier claims that the days of GPUs are counted.

According to Mr. Sweeney, if the cost (time, money, pain) to develop an efficient single-threaded algorithm for central processing unit is X, then it will cost two times more to develop a multithreaded version costs, three times more to develop Cell/PlayStation 3 version and ten times more to create a current GPGPU version. Meanwhile, considering the game budgets, over two times higher expenses are uneconomical for the majority of software companies.

259
3D-Tech News Around The Web / Volumetric Billboards
« on: August 14, 2009, 11:11:01 AM »
Link: http://www.antisphere.com/Research/VolumetricBillboards.php

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The Volumetric Billboards representation extends the classic billboards representation used to render complex 3D objects in real-time. It uses volumetric images of an object stored into 3D textures, instead of 2D images as for classic billboards. Combined with a dedicated real-time rendering algorithm based on GPU geometry shader, volumetric billboards offer full parallax effect of the objects from any viewing direction without popping artifact, along with improved anti-aliasing of distant objects. The objects can have transparency and can be arbitrarily distributed in a 3D scene. The algorithm correctly handles transparency between the multiple and possibly overlapping objects. Furthermore, volumetric billboards can be easily integrated into common rasterization-based renderers, which allows for their concurrent use with polygonal models and standard rendering techniques such as shadow-mapping.

260
Link: http://www.blender3darchitect.com/2009/08/showcase-of-real-time-render-engines-at-siggraph-2009/

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The Siggraph of this year showed how strong the real time render technologies will come to the workflow of all 3d artists in a short time. Almost all tools are based on GPU power to render scenes in real time, which will demand even more from the video cards of your computers. One of the things that caught my attention from all presentations is that almost all companies showed their render engines using some sort of architectural visualization scene.

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