« on: September 13, 2009, 04:20:28 PM »
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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.
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.
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.
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.
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…
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.
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.
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.
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.
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.
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.
According to this interview, it seems anyone can do a 4k after all...
It's a bit late to the party, but can ATI Stream bring the heat against a refined CUDA technology?
Boffins at the University of Tokyo have developed 3D holograms that can be touched with bare hands Dubbed the Airborne Ultrasound Tactile Display, the hologram projector uses an ultrasound quirk called acoustic radiation pressure to create a pressure sensation on a user's hands. This information is tracked with two Nintendo Wiimotes. It means that the user doesn't use any direct contact and so doesn't dilute the quality of the hologram.
Microsoft Accelerator v1.1 is a high-level data parallel library which uses a DirectX 9 graphics processor (GPU) to accelerate code execution. It is designed to allow easy development of array-processing operations such as those which frequently arise in domains like image processing and scientific computing.