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Topics - JeGX

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English forum / GLSL Hacker command line parameters
« on: May 16, 2013, 05:48:56 AM »
Here are the main command line parameters included in GLSL Hacker:
  • /fullscreen
        forces fullscreen mode.
  • /demofile="filename"
        specifies the absolute path to the demo file.
  • /benchmark_duration_ms=<n>   
        specifies the duration of the demo/benchmark in milliseconds.
  • /benchmark_log_score   
        writes benchmark results in the benchmarl log file (CSV file).
  • /benchmark_display_score_box   
        displays the score box at the end of the benchmark.
  • /disable_opengl_support_check   
        disables the check of the OpenGL version done at the beginning of a demo.
  • /noload_plugin_opencl   
        disables the loading of the OpenCL plugin.
  • /noload_plugin_python27   
        disables the loading of the Python 2.7 plugin.
  • /glinfo 
        writes OpenGL complete information (all OpenGL extensions) in the log file.
  • /vbo_usage=<usage>
  • /ibo_usage=<usage>

GLSLHacker.exe /demofile="C:/The/Path To/The/Demo.xml" /vbo_usage=GL_STATIC_DRAW /benchmark_duration_ms=5000 /benchmark_display_score_box

3D-Tech News Around The Web / Realtime GPU Audio
« on: May 11, 2013, 09:54:24 AM »
Today's CPUs are capable of supporting realtime audio for many popular applications, but some compute-intensive audio applications require hardware acceleration. This article looks at some realtime sound-synthesis applications and shares the authors' experiences implementing them on GPUs (graphics processing units).

GpuTest / GpuTest 0.4.1 for Windows only
« on: May 10, 2013, 10:30:25 PM »
GpuTest 0.4.1 is a bugfix release for Windows only. More info and download:

3D-Tech News Around The Web / real time ray tracing part 2.
« on: May 09, 2013, 04:27:45 PM »
In the last post I gave an overview of my journey through realtime raytracing and how I ended up with a performant technique that worked in a production setting (well, a demo) and was efficient and useful. Now I’m going go into some more technical details about the approaches I tried and ended up using.

Full story:

Starting May 6th and running for six weeks, Intel wants to inspire developers to forge new ground by integrating voice control, gesture control, facial recognition, and augmented reality with apps and games on PCs in the second phase of its Perceptual Computing Challenge. With a grand-prize of $100,000 USD and  thousands of dollars in prizing available in 4 different categories, Intel is looking for the most unique, innovative, and bar-raising uses of Perceptual Computing possible.
Developers have six weeks to submit ideas for games, productivity tools, user interfaces, or generally innovative uses of perceptual computing. If their idea is outstanding it will be selected by the panel of judges to progress into round two, where they’ll receive an interactive gesture camera in order to turn their idea into reality.

- Competition home page and prize list
- Showcase of winners from phase one[/url

libigl is a simple c++ geometry processing library that has a wide functionality including construction of sparse discrete differential geometry operators and finite-elements matrices such as the contangent Laplacian and diagonalized mass matrix, simple facet and edge-based topology data structures, mesh-viewing utilities for opengl and glsl, and many core functions for matrix manipulation which make Eigen feel a lot more like MATLAB.

More information an download: libigl @

GpuTest / GpuTest 0.4.0 released
« on: May 06, 2013, 10:57:57 AM »
GpuTest 0.4.0 has been released. More information and downloads are available HERE

Some screenshots:

- The Pixmark Piano demo updated with old and rusty look like in the original demo on ShaderToy:

- TessMark (OpenGL 4) demo on Mac OSX 10.8.3 with NVIDIA GeForce GT 650M (Macbook Pro retina 15-inch):

- TessMark (OpenGL 4) demo on Mac OSX 10.8.3 with Intel HD Graphics 4000 (Macbook Pro retina 15-inch):

here is , "Un petit plat pour l'homme", one of the funniest short film, I think,about cooking in space( a french and epicurian vision of).

This is Corentin Charron aka Onectin's ( third year's short-film, from Supinfocom Arles.
- Assigned topic: "The Kitchen"
- Used softwares: 3ds Max 2012 (scanline only), After Effect, Premiere and Photoshop

Neils Amstrong "That's one small step for man..." could be translated "Un petit pas pour l'homme" and the title of the film is "Un petit plat pour l'homme" (phoneticly near) that can be  translated as "One small dish for man"

Science.D.Visions Announces Release 2 (R2) of 3DEqualizer4—Industry-Standard Matchmoving Software
Significant Upgrade to 3DEqualizer4 Features Calculation of Multiple Synchronized Witness Cameras (Mocap), Improved Lineup Controls, Streamlined User Interface, New Generation Scripts and Python Commands
Dortmund, GERMANY, August 1st 2012—Science.D.Visions today announced Release 2 (R2) of its matchmoving software, 3DEqualizer4. Winning an Academy Award® in 2002 for Technical Achievement, 3DEqualizer site licenses are installed in four of the world’s top ten Visual Effects (VFX) production houses, including Double Negative, Cinesite, Weta Digital, and the Moving Picture Company (MPC). 3DEqualizer helps visual effects and post-production artists measure, merge and ‘matchmove’ live action film sequences and plates with virtual 3D environments and effects to create a seamless look and realistic completed scenes.  3DEqualizer 4 R2 is currently in BETA, and is expected to ship in 2013.
3DEqualizer4 R2 Features and Benefits
3DEqualizer4 R2 is currently undergoing an extensive BETA testing cycle, and includes the following new features:
• Updated calculation core—allows an artist to compute a variable amount of synchronized  witness cameras for creating precise motion capture data.  The calculation core is fully integrated for stereoscopic calculation and  for creating multiple object point groups
• Real-time un-distort footage—lens distortion is visualized in real time, directly in the entire 3DE4 user interface, tremendously improving  the artist’s productivity
• Updated Lineup Controls—lining up imported geometry to footage has become dramatically faster through new features such as specialized "lineup only point" dragging, hidden line/ back-face culling rendering, and extracting survey data from vertices/lines/faces.
• Streamlined User Interface—new custom focus lens parameters, image controls presets, hide and lock points, automatic key-framing based on tracking deviation,  and an  ‘equisolid angle’  fisheye lens distortion model.
• Python commands—Python is the backbone that makes 3DE4 the successful application it is today. This new release features over 100 new Python commands for accessing more project data assets for building much more interactive custom user interfaces. In addition, there are more than 30 new or updated scripts including: rolling shutter compensation export, interactive push points tool, project merging, convert to stereo, and full export to Adobes After Effects—and more.
* To review the fully detailed feature list for 3DEqualizer4 R2 please visit:
"The incredibly powerful and accurate way 3DE4 Release 2 handles animated lens distortion, stereo, anamorphic and zoom lenses combined with its ever improving robust calculation core make it Cinesite's matchmove application of choice,” said Michele Sciolette, Head of VFX Technology, Cinesite, UK. “Artists are able to concentrate on the task at hand without any distractions by virtue of the simple UI in 3DE4, while its Python interface allowed us to customize tools and integrate 3DE into our pipeline, resulting in improved efficiency levels. Support-wise Science.D.Visions have always been there for us, and it is reassuring being able to actually get feedback from the developers themselves when you have a question or request."
Science.D.Visions has been a pioneer of match moving software for over 15 years, with a customer list including: The Moving Picture Company(UK), Weta Digital(Wellington, NZ), Cinesite (London), Scanline VFX (Munich and LA), Sony Pictures Imageworks(LA), Double Negative (London), The Mill (London), Animal Logic (Sydney), Framestore/CFC (London), New Breed Studios, Rodeo FX, and Hybride (Montréal)—and many other studios that rely on 3DEqualizer to make cinematic magic.
Product, Pricing, and Upgrade Information
3DEqualizer4 R2 is available now in solid Beta on multiple operating platforms including Windows, Mac OS X, and Linux. 3DEqualizer4 R2, and is expected to ship in 2013.   For purchase, upgrade, or educational licensing information, contact a direct sales manager for an individual consultation and pricing information at:
PRESS: High-resolutions images for 3DEqualizer4 R2 are available to the media at:
PhotoBucket Sharing site:
Recent Films with 3DEqualizer4 Matchmoving work:
Total Recall Men In Black III
Dredd John Carter of Mars
Pirates of the Caribbean: On Stranger Tides X-Men: First Class
Paranorman Prometheus
The Amazing Spiderman Mirror Mirror: Snow White
The Avengers Rise of the Planet of the Apes
Sherlock Holmes: A Game of Shadows Harry Potter and the Deathly Hallows
Battle Los Angeles Inception
Battleship Iron Man 2
About Science.D.Visions
Based in Dortmund, Germany, Science.D.Visions is an independent software company, developing technology primarily for the digital media industry. Its focus is to develop and market high-end computer graphics software combining years of production-tested knowledge in the areas of mathematics, physics and computer science. The research and development team at Science.D.Visions is equipped with a brain-trust to create unique, high-quality solutions that maintain essential advantages over all competing technologies on the market.
3D-Equalizer is used by numerous international post-production companies and studios around the world to generate today's most sophisticated special effects for commercials, games and feature films.

Creation Platform is the World’s First Dedicated Platform For Building High-Performance Graphics Applications

A video highlighting the power of Creation Platform can be found here:

MONTREAL, CANADA – July 31, 2012 – Fabric Engine Inc, a software company focused on high-performance 2D and 3D graphics solutions, announced today Creation Platform, a framework for building custom, high-performance graphics applications. By providing the major building blocks for tool creation, Creation Platform allows developers to spend less time building back-end architectures, and more time building critical workflows and high-performance functionality into their tools. To see an overview of what’s possible, go to
Anyone interested in trying Creation Platform can join the private beta at:
The Fabric Engine team will be showcasing Creation Platform at SIGGRAPH 2012 in the AMD booth (#709) and presenting twice daily in the OptiTrack booth (Booth #610).
“High-end graphics is one of the most performance hungry domains in computing, but most applications are unable to keep pace with the requirements of exciting areas like simulation and virtual production,” said Fabric Engine’s CEO, Paul Doyle. “Studios want a development environment with tools that guarantee them the performance needed to fulfill their creative requirements. Unfortunately, current solutions don’t provide that performance, and are leaving studios with little choice but to build from scratch, forcing them to invest their time and resources in something that is not their core business. Creation Platform offers an alternative - a framework that gives them the performance they need, and a set of tools that allow them to take full advantage of it.”
Creation Platform:
Creation Platform is designed to give studios an easy way to build tools that not only match, but in many cases, surpass the performance of traditional DCC tools. Key benefits include:
•             Performance: Creation is built on top of the Fabric Core Execution Engine, a multi-threading engine designed to get exceptional performance out of both CPUs and GPUs.
•             Modularity: Creation provides a set of building blocks that can be connected together to build a wide range of different applications.
•             Extensibility:  Creation’s extension system enables developers to incorporate existing code libraries into their applications. This enables Creation to incorporate things like Bullet Physics and streaming of motion capture data, as well as allowing for support of custom file types like Alembic and LIDAR.
•             Accessibility: The majority of Creation applications are built using Python and Qt. For the critical performance parts of an application, Creation uses a custom Kernel Language (KL), which a simple, high-level language. If a TD or developer is comfortable with Python, they will find KL easy to pick up.
Here’s What Beta Testers are Saying:
Mike Romey, Head of Pipeline, Zoic Studios: “I believe that Fabric's Creation Platform will change the way our facility and industry approaches custom tools development.  The Creation Platform allows our developers to rapidly prototype and deploy complex tools quickly and efficiently.  It simplifies the development process by wrapping leading edge technologies into easily accessible scripting libraries for python and pySide. This in turn allows us to reduce our development cycles and iterate tools quicker with more features and functionality.  This improves our agility to respond to any and all production requests. The result generally is a highly sophisticated, well-groomed standalone or hosted application that is multi-threaded for speed. The Creation Platform and its developers are building a development tool that is truly a speed demon.”
Michel Murdock, Executive VP at Hybride: “We are very excited about the potential of Creation Platform and look forward to collaborating with their amazing team."
Daniel Gregoire, Owner of Halon Entertainment: "Creation Platform represents new life for Previs as it builds a powerful foundation that doesn't have a decade of legacy code encumbering us from doing the important work of tomorrow."
Grant Miller, Creative Director, Ingenuity Engine : “Proprietary solutions for visual effects used to be reserved for large studios with a dedicated programming team, but with Creation Platform that level of customization and innovation has been opened up to TDs and artists.  The Creation toolset lays a great foundation to build on, handling things like Alembic I/O and Bullet Physics so you can focus on the creative aspects of tool creation instead of implementing libraries.”
Albert Cheng, Previs Supervisor, The Third Floor LA/London: “Creation Platform is the graphics app development framework I've been waiting for.  With it's highly optimized core and native multithreading capabilities, it does most of the heavy lifting for me to ensure the fastest processing speeds, while allowing me to focus on building custom applications and tools for manipulating 3D. What makes it really great is that it interfaces through the popular Python language and QT gui framework to allow rapid development with minimal code, thus making it easily accessible to those like me working in film, animation and games.”
Creation Platform Examples:
The team at Fabric Engine has created a number of videos to showcase the power and diversity of Creation Platform. Those videos can be seen at:
Creation Platform at SIGGRAPH 2012:
Creation Platform will be showcased at SIGGRAPH 2012. Specific locations include:
AMD Booth: #709
Optitrack Booth: #610
To meet with the Fabric Engine team at the show, please email
How To Join the Beta:
Creation Platform is now available via private beta for anyone who wishes to try it out. To join, visit:
For more information about Fabric Engine, visit or send questions via email to
About Fabric Engine, Inc.
Fabric Engine is a software engineering company founded in 2010 in Montreal, Canada by a group of well-known developers from Softimage and Autodesk. Known for their work on CAT and ICE, the team has a collective expertise in parallel computing, hardware optimization, software architecture, design, animation, rendering and production workflows. They are now applying their collective experience to Fabric Engine and its Creation Platform. Fabric Engine is funded by Real Ventures and is a strategic partner of AMD. For more information, visit:

Big Pictures / Geeks3D's Graphics Cards for Tests
« on: April 13, 2012, 02:46:05 PM »
*** reserved ***

Big Pictures / Geeks3D's Testbeds
« on: April 13, 2012, 02:07:54 PM »
X58-based testbed - specifications:
- Motherboard: Gigabyte X58 A-UD5
- CPU: Intel Core i7 960 @ 3.2GHz
- Memory: 3x2048MB DDR3 @ 1600MHz, Corsair
- PSU: Corsair AX1200
- OS: Windows 7 64-bit

EVGA Announces the EVGA GeForce GTX 680 and EVGA Precision X

March 22, 2012 - Get to the next level with the EVGA GeForce GTX 680. This card delivers truly game-changing performance that taps into the powerful new GeForce architecture to redefine smooth, seamless, lifelike gaming. It offers brand new, never before seen features that will redefine the way you think about performance graphics cards. Expect more from your graphics card than just state-of-the-art features and technology; get faster, smoother and a richer gaming experience with the EVGA GeForce GTX 680.
The EVGA GeForce GTX 680 graphics card features many new and key features:
  • NVIDIA SMX Engine – Brand new processing engine which delivers twice the performance/watt compared to previous generations.
  • NVIDIA GPU Boost Technology – Dynamically maximizes clockspeeds to push performance to new levels and bring out the best in every game.
  • NVIDIA FXAA – Lightning fast anti-aliasing in a huge variety of games with the simple click of a mouse.
  • NVIDIA TXAA – Next generation anti-aliasing algorithm that delivers the image quality of 8X MSAA, with the performance hit of only 2xMSAA.
  • Adaptive Vertical Sync – Dynamically adjusts VSync to your monitors native refresh rate for the smoothest gameplay possible.
  • Frame Rate Target – Set a target Frame Rate with EVGA Precision X and your card will automatically adjust the power/performance to meet that target.
  • NVIDIA 3D Vision Surround – Now supported on a single GPU, with up to three gaming monitors plus one accessory display!
  • PCI Express 3.0 – Offers double the bandwidth of PCI Express 2.0, for highest data transfer speeds. Also backwards compatible with all existing PCI Express motherboards.

Learn more about the EVGA GeForce GTX 680
In addition to the EVGA GeForce GTX 680, EVGA is also introducing a new version of its popular “Precision” overclocking software: EVGA Precision X. Designed from the ground up to support the latest GPU technologies, EVGA Precision X redefines what overclocking software should be. This program allows you to fine tune your EVGA graphics card, including GPU Clock speed, GPU Voltage, Memory Clock speed and Fan speed.
EVGA Precision X features many new and key features:
  • Brand New GUI – Built from the ground up for the next generation of graphics accelerators.
  • Advanced Hardware Monitoring – See GPU vitals in real time.
  • In Game Monitoring – See your GPU vitals, without leaving your game.
  • Frame Rate Target – GeForce GTX 680 will adjust power/clock dynamically to match set framerate.
  • Fan Curve – Setup and advanced fan profile.

Learn More about EVGA Precision X

More information and download link: 
AMD Radeon HD 7900 Series Direct3D 11 Demo: Leo in Sneeze The Day

Tested on a CrossFire of HD 6970.

3D-Tech News Around The Web / Notepad++ 5.9.8 released
« on: January 05, 2012, 08:06:06 PM »
New features and fixed bugs in Notepad++ v5.9.8

- Add drag and drop capacity in Project Manager (only inside of Project Manager).
- Add "Move Up" (Ctrl+Up) and "Move Down" (Ctrl+Down) commands in Project Panel.
- Edit Zone border can be customizable via "Editing" tab of Preferences dialog.
- Fix an aesthetic problem in incremental search bar.
- Fix "Save all" GUI bug.
- Make plugins in %APPDATA%\Notepad++\plugins\ override les plugins in Notepad++ installation directory. (Plugins   loading from %APPDATA%\Notepad++\plugins\ is enabled only if NPP_INSTALLED_DIR\Notepad++\allowAppDataPlugins.xml is present)


Linderdaum is an open source object-oriented 3D gaming engine for Microsoft Windows and Google Android written in <b>C++. It is designed to be an integrated solution for the development of interactive 3D applications, for game, industrial and scientific visualization. Linderdaum is a set of different components (Audio, GUI, File system, Renderer, Resources manager, Scene graph, XLML, LinderScript) designed to interoperate together.

The rendering engine is based on OpenGL 3, OpenGL 4 and OpenGL ES 2. New version 0.6.04 brings in the support of GLSL tesselation programs, mesh skinning on Android platform and deferred rendering. The OpenGL ES 2 renderer works also with Mali 400 mobile GPUs.

Linderdaum is open source but commercial applications are not allowed without a commercial license.

If you have tested it, don't hesite to post a feedback about this engine.


3D-Tech News Around The Web / CUDA Platform Source Release
« on: December 14, 2011, 08:26:15 PM »
On December 13th, NVIDIA announced that it will open up the CUDA platform by releasing source code for the CUDA Compiler.

Using the source code for new LLVM-based compiler that will be released with CUDA Toolkit 4.1, researchers and tools vendors will be able to:
  • Support GPU acceleration in more programming languages, including many new and existing domain-specific languages (DSLs)
  • Make new advancements in processor architecture and heterogeneous systems research
  • Support CUDA applications on a wide variety of many-core and multi-core processors

More information:

Other related news:
- NVIDIA Releases CUDA 4.1: CUDA Goes LLVM and Open Source (Kind Of)
- NVIDIA Open-Sources Its CUDA Compiler
- NVIDIA Releases Source To CUDA Compiler

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