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It was the peak of the Cold War, and President John F Kennedy responded to years of Russian dominance in space by committing that we would take a man to the moon and back again. With the Apollo 11 mission, that oath was fullfilled.
Or was it?
There are conspiracy theorists who believe that the photos are forgeries because of inconsistencies in the lighting. Why can Buzz Aldrin be seen when he is in a shadow? Why aren’t there any stars? Did we just see a studio light?
Powered by NVIDIA Maxwell™ GPU architecture and Epic’s UE4 and using NVIDIA’s Voxel Global Illumination (or VXGI) we explore the Apollo 11 landing site and put the landmark photo of Buzz Aldrin descending to the moon’s surface to the test.
The new GeForce Game Ready driver, release 344.65 WHQL, includes improvements which allows GeForce owners to continue to have the ultimate gaming platform. In addition, this Game Ready WHQL driver ensures you'll have the best possible gaming experience for Assassin’s Creed: Unity
Sadly, it's pretty clear that if you run these games on Linux your experience isn't going to be as good, and you'll be getting less "gaming value" vs. Windows. We're not talking about a bunch of little indy titles, these are big releases: Borderlands: The Pre-Sequel, Borderlands 2, Tropico 5, XCOM: Enemy Unknown, Sid Meier's Civilization V. My take is the devs doing these ports just aren't doing their best to optimize these releases for Linux and/or OpenGL.
A nice little tidbit from this report: "Unfortunately, Aspyr are currently still unable to provide support for non-Nvidia graphics cards, as with Borderlands 2. This doesn't mean the game won't work if you have an AMD or Intel GPU, but just that you're not guaranteed to receive help from the developer - the current driver situation for non-Nvidia cards may lead to degraded performance." Huh? This is not a good situation.
Like many other visual effects, games attempt to mimic transparent (or translucent as it’s often synonymously referred to in the games industry) objects as closely as possible. Real world transparent objects are often modelled in games using a simple set of equations and rules; simplifications are made, and laws of physics are bent, in an attempt to reduce the cost of simulating such a complex phenomenon. For the most part we can get plausible results when rendering semi-transparent objects by ignoring any refraction or light scattering in participating media. In this article we’re going to focus on a few key methods for transparency rendering, discuss the basics and propose some alternatives/optimizations which should be of use to anyone who hasn’t heard them before.
Over the course of the past few months, we have been re-evaluating our entire approach to image quality in Frostbite. Our overall goal has been to achieve a coherent and cinematic look while simplifying high-quality content creation for our game teams and artists. Moving to physically based rendering (PBR) was the natural way for us to achieve this.
This talk & detailed course notes covers what we’ve learnt during this R&D process and transition that we’ve gone through together with multiple game teams within Electronic Arts – all the different concepts & steps needed to transition a production game engine to PBR, including details that are often bypassed in the literature.
Version 0.8.0.0 - 2014.11.03
+ added new plugin based on FreeType-GL to eaily render true type fonts
(all gh_utils.ftgl_xxxxxxx() functions).
+ added support of omni-lights shadow mapping with cube shadow maps
+ added support of user clipping planes (gh_renderer.enable_state()/disable_state()).
+ added get_orientation_euler_angles(), get_absolute_orientation_euler_angles(),
get_orientation_vectors(), get_orientation_vector_z(), get_absolute_orientation_vectors()
get_absolute_orientation_vector_z() to gh_object lib.
! updated camera orientation. Now a camera's children are correctly oriented.
+ added copy_transform() to gh_object lib.
+ added detection of OS X 10.10 Yosemite.
-- Load an otf file:
font = ftgl_load_font(demo_dir .. "data/BebasNeue.otf", 30)
ftgl_print(font, 10, 60, 1.0, 1.0, 0, 1.0, "GLSL Hacker rocks!")
One thing we wanted to improve upon with GRID Autosport was our trackside environments, in particular the grass. The old system had served us well but it was time for an improvement so step up Rich Kettlewell, one of our programming wizards who set about the task of doing just that.
Below you’ll find a brief presentation which goes into how we achieved this and the effects it has on the game itself. The presentation was given at the Develop conference and while it was originally meant for game developers we hope you enjoy taking a look at what goes on behind the scenes.
October 20th, 2014, – The Khronos™ Group today announced the ratification and public release of the finalized OpenVX™ 1.0 specification, an open, royalty-free standard for cross platform acceleration of computer vision applications. OpenVX enables performance and power-optimized computer vision processing, especially important in embedded and real-time uses cases such as face, body and gesture tracking, smart video surveillance, advanced driver assistance systems (ADAS), object and scene reconstruction, augmented reality, visual inspection, robotics and more. In addition to the OpenVX specification, Khronos has developed a full set of conformance tests and an Adopters Program, that enables implementers to test their implementations and use the OpenVX trademark if conformant. Khronos plans to ship an open source, fully-conformant CPU-based implementation of OpenVX 1.0 before the end of 2014. The full OpenVX 1.0 specification and details about the OpenVX Adopters Program are available at www.khronos.org/openvx.
OpenVX defines a higher level of abstraction for execution and memory models than compute frameworks such as OpenCL™, enabling significant implementation innovation and efficient execution on a wide range of architectures while maintaining a consistent vision acceleration API for application portability. An OpenVX developer expresses a connected graph of vision nodes that an implementer can execute and optimize through a wide variety of techniques such as: acceleration on CPUs, GPUs, DSPs or dedicated hardware, compiler optimizations, node coalescing, and tiled execution to keep sections of processed images in local memories. This architectural agility enables OpenVX applications on a diversity of systems optimized for different levels of power and performance, including very battery-sensitive, vision-enabled, wearable displays.
“Increasingly powerful and efficient processors and image sensors are enabling engineers to incorporate visual intelligence into a wide range of systems and applications,” said Jeff Bier, founder of the Embedded Vision Alliance. “A key challenge for engineers is efficiently mapping complex algorithms onto the processor best suited to the application. OpenVX is an important step towards easing this challenge.”
The precisely defined specification and conformance tests for OpenVX make it ideal for deployment in production systems, where cross-vendor consistency and reliability are essential. OpenVX is complementary to the popular OpenCV open source vision library that is also used for application prototyping but is not so tightly defined and lacks OpenVX graph optimizations. Khronos has defined the VXU™ utility library to enable developers to call individual OpenVX nodes as standalone functions for efficient code migration from traditional vision libraries such as OpenCV. Finally, as any Khronos specification, OpenVX is extensible to enable nodes to be defined and deployed to meet customer needs, ahead of being integrated into the core specification.Quote
$ ./GLSLHacker /demofile=\"path_to_code_sample_pack/host_api/PhysX/Pool/demo_gl2_v1.xml\"
gpu_physx = 0
qu3e is a compact, light-weight and fast 3D physics engine in C++. It is has been specifically created to be used in games. It is portable with no external dependencies other than various standard c header files (such as cassert and cmath). qu3e is designed to have an extremely simple interface for creating and manipulating rigid bodies.
qu3e is of particular interest to those in need of a fast and simple 3D physics engine, without spending too much time learning about how the whole engine works. In order to keep things very simple and friendly for new users, only box collision is supported. No other shapes are supported (capsules and spheres may be added in the future if requested).
Since qu3e is written in C++ is intended for users familiar with C++. The inner-code of qu3e has quite a few comments and is a great place for users to learn the workings of a 3D physics engine.
qu3e stands for "cube", since the 3 looks slightly like the letter b and boxes (or cubes!) are the primary type of collision object.