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Topics - JeGX

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241
Link: http://www.microsoft.com/downloads/details.aspx?FamilyID=f9c0b89b-4964-4906-94c6-60ad8a429690&displaylang=en

Quick Details
Version:   RC
Date Published:   2/10/2010
Language:   English
Download Size:   67.0 MB - 2167.0 MB*

242
3D-Tech News Around The Web / TNGViewer 1.2.0.495 Available
« on: February 10, 2010, 07:52:32 AM »
The new version of TNGViewer is out with an advanced cached management and unlimited scrolling in Top Scenes.
TNGViewer is a standalone application for real time 3D interactive presentations.

Download: http://tng3d.com/index.php?page=download

Changelog: http://tng3d.com/index.php?page=version_history

More links:
- http://www.geeks3d.com/20090617/tngviewer-1-0-0-435-available-for-3d-real-time-interactive-presentations/
- http://www.geeks3d.com/20090730/tngviewer-1-0-0-445-available/
- http://www.geeks3d.com/20091130/tngviewer-1-1-0-470-available/

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3D-Tech News Around The Web / EVGA GTX275 CO-OP PhysX Edition Review
« on: February 08, 2010, 09:40:27 AM »
NVIDIA and ATI dominate the market for gaming-oriented video cards. But neither company sells video cards directly to the consumer; rather, they produce "reference designs" that are manufactured by a number of "partners". Most partners simply produce the reference design and slap an identifying sticker on the card's cooler; although some might replace the reference design cooler with a quieter or more powerful solution, with few exceptions there's little to distinguish one partner's version of a specific card from another partner's version of the same card. EVGA breaks out of this rut with their EVGA GTX 275 CO-OP PhysX Edition, model 012-P3-1178-TR, which combines NVIDIA GTS250 and GTX275 GPUs on the same card, and Benchmark Reviews takes it around the block to see what it's got.

Review: http://benchmarkreviews.com/index.php?option=com_content&task=view&id=460&Itemid=72

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3D-Tech News Around The Web / GIGABYTE HD5670 Video Card Test
« on: February 03, 2010, 06:13:15 PM »
Link: http://www.bjorn3d.com/read.php?cID=1780&pageID=8327

Quote
ATI has always released video cards for just about everyone in every possible price bracket. This normally entails having the most up to date Direct X capabilities on every one of their price bracketed video cards. We all know that Direct X 11 is going to be a reality in our games. Unlike Direct X 10, Direct X 11 is very well optimized and brings to the table a whole slew of newer and exciting features we never have seen before in our games.

What does this have anything to do with ATI releasing affordable video cards? Well, everything. This time around though ATI is releasing a video card that is targeted for people in the sub 100 USD price bracket who just want a video card for their HTPC's or for their casual gaming lifestyle. Gigabyte like many other video card manufacturers has included the 5670 video card into their video card line up. This time Gigabyte has made their 5670 variant overclocked right from the start.

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3D-Tech News Around The Web / Windows hole discovered after 17 years
« on: January 21, 2010, 09:38:11 PM »
Link: http://www.h-online.com/security/news/item/Windows-hole-discovered-after-17-years-Update-908917.html

Microsoft isn't having an easy time of it these days. In addition to the unpatched hole in Internet Explorer, a now published hole in Windows allows users with restricted access to escalate their privileges to system level – and this is believed to be possible on all 32-bit versions of Windows from Windows NT 3.1 up to, and including Windows 7. While the vulnerability is likely to affect home users in only a minor way, the administrators of corporate networks will probably have their hands full this week.

The problem is caused by flaws in the Virtual DOS Machine (VDM) introduced in 1993 to support 16-bit applications (real mode applications for 8086). VDM is based on the Virtual 8086 Mode (VM86) in 80386 processors and, among other things, intercepts hardware routines such as BIOS calls. Google security team member Tavis Ormandy has found several vulnerabilities in this implementation that allow an unprivileged 16-bit program to manipulate the kernel stack of each process via a number of tricks. This potentially enables attackers to execute code at system privilege level.

246
3D-Tech News Around The Web / Anti-Aliasing and Subpixel Accuracy
« on: January 21, 2010, 09:31:25 PM »
Link: http://www.antigrain.com/doc/introduction/introduction.agdoc.html

Quote
Anti-Aliasing is a very well known technique used to improve the visual quality of images when displaying them on low resolution devices. It's based on the properties of the human vision. Look at the following picture and try to guess what it means.

Well, it's a word drawn with Anti-Aliasing. In terms of Kotelnikov-Shannon's theorem, the maximal frequency of the image is far above of the Shannon limit.

Now look at the same picture that has normal size and within the context. You easily recognize word “stereo”. However, the pictrures are exactly the same. The first one is just an enlarged version of the last one. This very property allows us to reconstruct missing information on the basis of accumulated experience. Anti-Aliasing doesn't make you see better, it basically makes you brain work better and reconstruct missing details. The result is great. It allows us to draw much more detailed maps for example.

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3D-Tech News Around The Web / Follow Bill Gates on Twitter
« on: January 21, 2010, 05:16:25 PM »
... like already 280,000 other followers  ;D

Link: http://twitter.com/billgates

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Link: http://www.legitreviews.com/article/1176/1/

When it comes to gaming frame-rates can make or break the quality of the experience. Despite the fact that the pair of XFX GTX 260 Black Editions did score higher on most of the benchmarks, I do think the HIS Radeon HD5870 may be the better choice if torn between those two choice. As demonstrated in Colin McRae: DiRT 2 SLI doesn't always improve performance. In fact having SLI enabled we can actually see a hit in performance in DiRT 2. That is just one of many games that may experience an effect like that. Add to that the fact that you cut down the overall power consumption of your computer by nearly 200 Watts, in my opinion it is a clear choice. Don't forget to consider the fact that the ATI Radeon 5000 series is currently the only DirectX 11 platform if you are looking to get the best visual experience in the latest DirectX 11 games...

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3D-Tech News Around The Web / OpenGL: Uniform Buffers vs Texture Buffers
« on: January 21, 2010, 03:01:55 PM »
Link: http://rastergrid.com/blog/2010/01/uniform-buffers-vs-texture-buffers/

Uniform Buffers
- Maximum size: 64KByte (or more)
- Memory storage: usually local memory
- Use case examples: geometry instancing, skeletal animation, etc.

Uniform buffers were introduced in OpenGL 3.1 but are available on driver implementations that don’t conform to the version 3.1 of the standard via the GL_ARB_uniform_buffer_object  extension. As the specification says, uniform buffers provide a way to group GLSL uniforms into so called “uniform groups” and source their data from buffer objects to provide more streamlined access possibilities for the application.


Texture Buffers
Maximum size: 128MByte (or more)
Memory storage: global texture memory
Use case examples: skinned instancing, geometry tesselation etc.

Texture buffers were also became core OpenGL in version 3.1 of the specification but are available also via the GL_ARB_texture_buffer_object extension (or via the GL_EXT_texture_buffer_object extension on earlier implementations). Buffer textures are one-dimensional arrays of texels whose storage comes from an attached buffer object. They provide the largest memory footprint for raw data access, much higher than equivalent 1D textures. However, they don’t provide texture filtering and other facilities that are usually available for other texture types. They represent formatted 1D data arrays rather than texture images. From some perspective, however, they are still textures that are resided in global memory so the access method is totally different than that of uniform buffers’.


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3D-Tech News Around The Web / MSI HD 5870 Lightning disassembled
« on: January 21, 2010, 02:58:48 PM »
Link: http://www.techpowerup.com/113418/MSI_HD_5870_Lightning_disassembled.html

The card will be designed with overclockers in mind and comes with two 8-pin PCI-Express power connectors for maximum power delivery. It also has easily accessible measuring points for the GPU voltages - a voltmodder's dream.

251
Without a doubt one of the most highly anticipated releases for 2010 will be the NVIDIA GF100 Fermi graphics card. For nearly a year NVIDIA has told the media and their fans that GF100 is coming and that it will be the best performing graphics card that the world has ever seen. Read on to see what we think after we spend some time with GF100!

Link: http://www.legitreviews.com/article/1193/1/

252
Link: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=4495

Quote
For 2010 we have some exciting plans towards Bullet 3.x with support for OpenCL acceleration, binary serialization in a new .bullet file format with improved authoring tools and improved compatibility with Sony PlayStation 3 and other platforms. We plan a new Bullet 2.76 release for January 2010.

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3D-Tech News Around The Web / NVIDIA Optimus Technology
« on: January 07, 2010, 04:42:01 PM »
Link: http://blogs.nvidia.com/ntersect/2010/01/new-nvidia-optimus-primer.html

Quote
NVIDIA Optimus technology works on notebook platforms with NVIDIA GPUs. It is unique to NVIDIA. It is seamless and transparent to the user. Its purpose is to optimize the mobile experience by letting the user get the performance of discrete graphics from a notebook while still delivering great battery life. Look for more details next month.

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3D-Tech News Around The Web / Qt Graphics and Performance - OpenGL
« on: January 07, 2010, 04:35:50 PM »
Link: http://labs.trolltech.com/blogs/2010/01/06/qt-graphics-and-performance-opengl/

Quote
Here’s the next instalment of the graphics performance blog series. We’ll begin by looking at some background about how OpenGL and QPainter work. We’ll then dive into how the two are married together in OpenGL 2 Paint Engine and finish off with some advice about how to get the best out of the engine. Enjoy!

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Link: http://www.techpowerup.com/reviews/Intel/Core_i5_661_GPU/1.html

Quote
Tntel has just announced their latest lineup of Nehalem technology based processors. Clarkdale, as the new processor is called by engineers, is the first commercially available 32 nm based processor. It is also the first processor that features a graphics processing core which is located inside the processor's package - something that was first heard about when AMD talked about their Fusion project. It should be noted however that Intel did not put both CPU and GPU onto the same die of silicon.

Instead they took the 32 nm processor core and the 45 nm GPU core, and crammed them into a single processor package, as pictured above. This approach is called Multi-Chip module (MCM).

Intel's graphics core is based on 45 nm technology and features 177 million transistors on a die size of 114 mm². You could imagine it as an improved G45 chipset (including the memory controller) with some magic sauce to make everything work in the CPU package. The GPU is clocked at 533, 733 or 900 MHz depending on the processor model. Our tested i5 661 features the highest GPU clock speed available, without overclocking, of 900 MHz. Intel also increased the number of execution units (shaders) from 10 to 12 and the HD video decoder is now able to decode two streams at the same time for picture-in-picture like you find on some Blu-Rays to show the director's commentary. HD audio via HDMI is supported as well, which will make setup of a media PC more easy, putting this solution on the same level as the latest offerings from AMD and NVIDIA. Whereas the mobile GPU version features advanced power saving techniques like dynamic clock scaling (think: EIST for GPUs) and overheat downclocking, the feature is not available on the desktop part.

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3D-Tech News Around The Web / Windows 7 God Mode
« on: January 05, 2010, 08:22:57 PM »
Link: http://hardocp.com/news/2010/01/04/windows_7_tip_day_god_mode

Quote
Want a good way to access all the control panel options in Windows 7 in one easy location? Simply make a folder on your desktop and rename it GodMode.{ED7BA470-8E54-465E-825C-99712043E01C}  and you are all set.

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Link: http://code.google.com/p/gpuocelot/

Ocelot is a dynamic compilation framework for heterogeneous systems, accomplishing this by providing various backend targets for CUDA programs. Ocelot currently allows CUDA programs to be executed on NVIDIA GPUs and x86-CPUs at full speed without recompilation.

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3D-Tech News Around The Web / NVIDIA delays Fermi to March 2010
« on: December 28, 2009, 05:34:10 PM »
Link: http://www.digitimes.com/news/a20091228PD207.html

Quote
Nvidia originally scheduled to launch Fermi in November 2009, but was delayed until CES in January 2010 due to defects, according to market rumors. However, the company recently notified graphics card makers that the official launch will now be in March 2010, the sources noted.

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3D-Tech News Around The Web / Nvidia Fermi graphics architecture explained
« on: December 21, 2009, 04:48:16 PM »
Link: http://www.techradar.com/news/computing-components/graphics-cards/nvidia-s-fermi-graphics-architecture-explained-657489

Quote
There is an exception to this – high-power graphics cards, we love these. They make games sexy and that makes us sexy. At the heart of these is the GPU, and when Nvidia announces it has a new and wonderful one, it is time to take notice. It's codenamed Fermi, after renowned nuclear physicist, Enrico Fermi.

...
...

The silicon has been designed from the ground-up to match the latest concepts in parallel computing. The basic features list reads thus: 512 CUDA Cores, Parallel DataCache, Nvidia GigaThread and EEC Support.

Clear? There are three billion transistors for starters, compared to 1.4 billion in a GT200 and a mere 681 million on a G80. There's shared, configurable L1 and L2 cache and support for up to 6GB of GDDR5 memory.

The block diagram of Fermi looks like the floor plan of a dystopian holiday camp. Sixteen rectangles, each with 32 smaller ones inside, all nice and regimented in neat rows. That's your 16 SM (Streaming Multiprocessing) blocks with 512 little execution units inside, called CUDA cores.

Each SM core has local memory, register files, load/store units and thread scheduler to run the 32 associated cores. Each of these can run a floating point or an integer instruction every click. It can also run double precision floating point operations at half that, which will please the maths department.

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