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Topics - JeGX

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3D-Tech News Around The Web / Linus vs C++
« on: June 11, 2010, 05:35:05 PM »
And there is a very strong "culture" of C (and UNIX, for
that matter). And this is also where it's so important for
the language to be simple and unambiguous. One of the
absolute worst features of C++ is how it makes a
lot of things so context-dependent - which just means
that when you look at the code, a local view simply seldom
gives enough context to know what is going on.

That is a huge problem for communication. It immediately
makes it much harder to describe things, because you have
to give a much bigger context. It's one big reason why I
detest things like overloading - not only can you not grep
for things, but it makes it much harder to see what a
snippet of code really does.

Put another way: when you communicate in fragments (think
"patches"), it's always better to see "sctp_connect()"
than to see just "connect()" where some unseen context is
what makes the compiler know that it is in the sctp module.

Full story here:

The Fusion APU combines an x86 CPU, DirectX 11 graphics processing unit, video processor and other co-processors on a single silicon die. Rick Bergman, senior vice president and general manager of AMD’s Products Group, introduced Fusion by holding aloft a 300mm silicon wafer containing hundreds of the APUs each of which contains more than 1 billion transistors at 32nm.

Fusion APUs support open standards for GPU computing (DirectCompute and OpenCL) and 3D graphics (DirectX, OpenGL and WebGL) and AMD said it is working with software developers such as Adobe, Arcsoft, Corel, Cyberlink and Microsoft to optimize software for its APUs. AMD also announced an investment fund, the AMD Fusion Fund, to jumpstart this effort.


Word has reached KitGuru that Manju Hegde, nVidia’s VP for CUDA and PhysX, is moving to AMD. What can we infer from the situation, when Vidia’s own VPs seem to believe that Fusion is the Future?

The former professor of electrical engineering for Washington and Louisiana State Universities, founded Ageia in 2002 and has beed as responsible as anyone for putting physics and GPGPU centre stage in the evolving graphics market.

As nVidia confirms, Hegde has been on a mission to improve game play and Jen Hsun Huang was so impressed with the physics guru’s talents that, after buying Ageia out, Hegde was given a critical role in leading the development and deployment not only of PhysX, but also CUDA.

Full story:

With the recent buzz around DirectX 11, you’ve probably heard a lot about one of its biggest new features: tessellation. As a concept, tessellation is fairly straight forward—you take a polygon and dice it into smaller pieces. But why is this a big deal? And how does it benefit games? In this article, we’ll take a look at why tessellation is bringing profound changes to 3D graphics on the PC, and how the NVIDIA® GeForce® GTX 400 series GPUs provide breakthrough tessellation performance.

Read the complete story here:

Today's computers rely on powerful graphics processing units (GPUs) to create the spectacular graphics in video games. In fact, these GPUs are now more powerful than the traditional central processing units (CPUs) -- or brains of the computer. As a result, computer developers are trying to tap into the power of these GPUs. Now a research team from North Carolina State University has developed software that could make it easier for traditional software programs to take advantage of the powerful GPUs, essentially increasing complex computing brainpower.

Read the full story here:

3D-Tech News Around The Web / NVIDIA and IBM Team Up On GPU Server
« on: May 18, 2010, 02:25:35 PM »
Nvidia (NSDQ:NVDA) scored a victory for its GPU-computing agenda Tuesday with the news that IBM (NYSE:IBM) will be building the first volume server based on Tesla graphics processors from a top computer manufacturer.
The forthcoming IBM iDataPlex dx360 M3 systems will be equipped with a pair of Nvidia’s Tesla M2050 GPUs to go along with a dual-CPU configuration, according to Sumit Gupta, senior manager of Nvidia’s Tesla GPU Computing HPC business unit.

“This is the first time that GPUs are part of a mainstream, high-volume product line from a Tier 1 OEM,” said Gupta, who is responsible for business development around Santa Clara, Calif.-based Nvidia’s CUDA programming language for GPUs and CUDA-based GPU computing products.

“We’ve been talking about momentum for a long time with CUDA. A number of textbooks have now been written about how to program a GPU, whether it’s CUDA or OpenCL,” Gupta said. “This is a pretty good achievement, considering the programming language is only three years old.”

Full story:;jsessionid=ARM2STP3FQ4L5QE1GHRSKH4ATMY32JVN

3D-Tech News Around The Web / Difference between CUDA and OpenCL 2010
« on: April 23, 2010, 10:49:46 AM »
CUDA term                                       OpenCL term
GPU                                               Device                   
Multiprocessor                               Compute Unit
Scalar core                               Processing element
Global memory                               Global memory
Shared (per-block) memory               Local memory
Local memory (automatic, or local)       Private memory
kernel                                       program
block                                            work-group
thread                                          work item

On NVidia hardware, OpenCL is up to 10% slower (see Matt Harvey’s presentation); this is mainly because OpenCL is implemented on top of CUDA-architecture (this shouldn’t be a reason, but to say NVidia has put more energy in CUDA is just a wild guess also). On ATI 4000-series OpenCL is just slow, but gives very comparable to NVidia if compared to the 5000-series.



3D-Tech News Around The Web / Galaxy Custom-design GeForce GTX 470
« on: April 05, 2010, 09:39:04 AM »
Noteworthily, Galaxy GTX 470 has employed gray frosted design instead of the black design of reference board to make it look even cooler. The card is marked with an eye-catching tag of “Fermi GPU inside”.


Toshiba's R&D Labs in Cambridge, UK have developed a system capable of real-time 3D modeling of the human face and body — using a simple set of three different colored lights. Simple it may be, but the results are impressive.



3D-Tech News Around The Web / FRAPS 3.2.2 Available
« on: April 01, 2010, 06:12:25 PM »

3.2.2 - 31st Mar 2010
- Fixed trouble opening movies with VLC, Avidemux, AVI synth, Virtualdub and some other applications
- Fixed problem capturing stereoscopic movies at 1920x1080 and 1920x1200
- Fixed loop recordings sometimes becoming corrupted


Screen Space Fluid Rendering for Games, DirectCompute Performance, DX11 Effects in Metro 2033, Tesselation Performance...

The Khronos Group, the consortium of hardware and software companies that governs OpenGL, OpenCL, and other related specifications, made no bones about its intentions for OpenGL 4: providing standardized support for Direct3D 11 features to OpenGL developers was the prime concern. Direct3D 11 integrated two key features into the graphics pipeline: hardware tessellation and compute shaders. The former allows the video card to synthesize polygons programmatically, enabling considerably smoother, more natural looking curved surfaces. The latter is a key part in the development of using the GPU for general-purpose computation (GPGPU)—not just for producing graphics, but for performing various kinds of high-performance math.


3D-Tech News Around The Web / (PR) OpenGL 4.0 specification released
« on: March 11, 2010, 04:38:23 PM »
Khronos Unleashes Cutting-Edge, Cross-Platform Graphics Acceleration with OpenGL 4.0
Open standard 3D API specification available immediately; Provides performance, quality and flexibility enhancements including tessellation and double precision shaders; Tight integration with OpenCL for seamless visual computing

March 11, 2010 – San Francisco, GDC 2010 – The Khronos™ Group today announced the release of the OpenGL® 4.0 specification; a significant update to the most widely adopted 2D and 3D graphics API (application programming interface) that is used on all major desktop operating systems.  OpenGL 4.0 brings the very latest in cross-platform graphics acceleration and functionality to personal computers and workstations. The OpenGL standard also serves as the basis for OpenGL® ES, the graphics standard on virtually every shipping smart phone. 
The OpenGL 4.0 specification has been defined by the OpenGL ARB (Architecture Review Board) working group at Khronos, and includes the GLSL 4.00 update to the OpenGL Shading language in order to enable developers to access the latest generation of GPU acceleration with significantly enhanced graphics quality, acceleration performance and programming flexibility.  This new release continues the rapid evolution of the royalty-free OpenGL standard to enable graphics developers to portably access cutting-edge GPU functionality across diverse operating systems and platforms. The full specification is available for immediate download at
OpenGL 4.0 further improves the close interoperability with OpenCL™ for accelerating computationally intensive visual applications.  OpenGL 4.0 continues support for both the Core and Compatibility profiles first introduced with OpenGL 3.2, enabling developers to use a streamlined API or retain backwards compatibility for existing OpenGL code, depending on their market needs.
OpenGL 4.0 has been specifically designed to bring significant benefits to application developers, including:
- two new shader stages that enable the GPU to offload geometry tessellation from the CPU;
- per-sample fragment shaders and programmable fragment shader input positions for increased rendering quality and anti-aliasing flexibility;
- drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention;
- shader subroutines for significantly increased programming flexibility;
- separation of texture state and texture data through the addition of a new object type called sampler objects;
- 64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality;
- performance improvements, including instanced geometry shaders, instanced arrays, and a new timer query.
Lastly, Khronos has simultaneously released an OpenGL 3.3 specification, together with a set of ARB extensions, to enable as much OpenGL 4.0 functionality as possible on previous generation GPU hardware, providing maximum flexibility and platform coverage for application developers.  The full OpenGL 3.3 specification is also available for immediate download at
“AMD sees the release of OpenGL 4.0 as another major accomplishment for the OpenGL ARB,” said Ben Bar-Haim, vice president of design engineering at AMD.  “AMD contributes to the Khronos workgroups, and we consistently find that Khronos is successful at developing healthy, thriving, and evolving open standards such as OpenGL and OpenCL.”
“OpenGL 4.0 continues the ARB’s schedule-driven roll-out of new functionality, and this significant major release enables developers to access leading-edge GPU functionality across multiple platforms with full backwards compatibility,” said Neil Trevett, president of the Khronos Group and vice president at NVIDIA.  “OpenGL continues to be a keystone in Khronos’ API ecosystem through driving innovation into OpenGL ES and WebGL™ to bring high-performance programmable graphics to mobile platforms and the Web,  and by interoperating with OpenCL to create a seamless visual and compute platform for application developers.”
Learn about OpenGL at Game Developer Conference March 11-13, 2010
Attend this session to learn about the latest updates on the OpenGL standard, and how the OpenGL ARB is addressing the latest graphics hardware capabilities. Also discover how WebGL is bringing OpenGL based graphics to browsers on any platform supporting the OpenGL or OpenGL ES standards, without the need for any plug-in.  Additionally, Khronos is offering sessions on OpenCL, COLLADA, and Khronos Mobile APIs.


As stated, the fact that OpenCL is standard weighs heavily in determining its future. Having the support of pretty much the entire computer/video hardware industry helps a bit as well. From an ISV (Independent Software Developer) standpoint, OpenCL is is the gateway to hybrid (CPU/GPU) computing. As anyone with scar tissue in the HPC industry can tell you, investing resources and time into non-standard APIs (Applications Programing Interfaces) is a risky business.


One final feature of OpenCL should not be overlooked. As mentioned, OpenCL supports data-parallelism and task-parallelism. In the hybrid computing world, there is currently an implied assumption that the GPU is a slave to the CPU, that is the GPU cannot run on its own as it must have a CPU present. Given this assumption, one should be able to write OpenCL programs that can adapt to the hardware environment and run minimally on a single CPU (core). Of course it will run slower, but it will still run. If more cores or GPUs are found in a different hardware environment, then an OpenCL program should be able to adapt to the new hardware at run-time. The rather distasteful alternative is separate binaries for various combinations of CPU and GPU resources.

3D-Tech News Around The Web / Notepad++ 5.6.8
« on: March 05, 2010, 05:48:37 AM »
Notepad++ website:
Direct download page:

Notepad++ v5.6.8 new features and fixed bugs (from v5.6.7) :
1.  Fix comment stream without selection bug.
2.  Fix Find in files results highlighting regression bug.
3.  Fix regression bug (include the correct SciLexer.dll) about insensible case search mode.

Nvidia Corp. has blamed its partners among computer makers for frequent re-branding of their products. The company said that original equipment manufacturers (OEMs) need to constantly offer customers something new, which is why Nvidia is forced to rename its old products.


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