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Topics - JeGX

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The two consoles' Graphics Processing Units - called Flipper on the GameCube and Hollywood on the Wii - have a lot in common with their modern PC counterparts, but there are just enough differences to make perfect emulation an absolute nightmare. One quirk in particular is the use of integer math within the console GPU pipeline - as opposed to floating point math which is the norm for PC GPUs.

GpuTest / GpuTest 0.7.0
« on: March 04, 2014, 09:51:08 PM »

Renderdoc™ is a standalone program that can be used to capture and replay frames from any Windows application using Direct3D 11.0 or 11.1, and provides tools for deep analysis and graphics inspection, as well as detailed examination of API usage - allowing developers to locate bugs and problems in their programs.

Developed by Crytek, Renderdoc™ has been built from the ground up to reflect the real needs of graphics programmers, and has evolved based on its day-to-day usage in the creation of CRYENGINE titles.

Plans are in place to increase Renderdoc™'s functionality over time, adding support for other platforms and APIs such as OpenGL.

The introduction this week of NVIDIA’s first-generation “Maxwell” GPUs is a very exciting moment for GPU computing. These first Maxwell products, such as the GeForce GTX 750 Ti, are based on the GM107 GPU and are designed for use in low-power environments such as notebooks and small form factor computers. What is exciting about this announcement for HPC and other GPU computing developers is the great leap in energy efficiency that Maxwell provides: nearly twice that of the Kepler GPU architecture. That makes Maxwell a great architecture for future NVIDIA Tesla products, so stay tuned.

This post will tell you 10 things that you need to know about Maxwell as a GPU computing programmer, including high-level benefits of the architecture, specifics of the new Maxwell multiprocessor, guidance on tuning and pointers to more resources.

3D-Tech News Around The Web / Scaling Mercurial at Facebook
« on: February 17, 2014, 08:11:12 PM »
With thousands of commits a week across hundreds of thousands of files, Facebook's main source repository is enormous--many times larger than even the Linux kernel, which checked in at 17 million lines of code and 44,000 files in 2013. Given our size and complexity—and Facebook's practice of shipping code twice a day--improving our source control is one way we help our engineers move fast.

English forum / Atomic counters demo
« on: November 06, 2013, 05:35:25 PM »
OpenGL 4.2 Atomic Counters: Rasterization Pattern, Helper for Rendering Optimization:

English forum / MadShaders 0.1.0
« on: November 06, 2013, 05:34:23 PM »
MadShaders is graphical user interface over GLSL Hacker to easily launch Shadertoy, GLSL Sandbox demos:

GpuTest / Scores comparative tables
« on: October 31, 2013, 05:18:34 PM »
Some comparative tables for GpuTest 0.6.0 benchmarks are available here:

Vivante Unveils Less than 1 mm2 OpenGL ES 2.0 GPU for Wearables and Internet of Things (IoT) Devices
07 October 2013

World’s tiniest GPU targets silicon vendors designing for the next billion smart devices

Sunnyvale, CA – October 7, 2013 –Vivante Corporation today announced an area-optimized version of its GC series OpenGL 2.0 ES GPU cores for Wearable and other IoT devices. Featuring the industry’s tiniest GPU core, less than one mm2, the GC 400 gives MCU/MPU silicon vendors a simple plug-in solution and complete IoT software stack that easily adds full-featured smartphone graphics capabilities to any product line.

Microchip, one of the leaders in MCU/MPU solutions and an important player in IoT, recently said, “during the past few years, the evolution in user interface technology was very rapid from touch keys to touchless interface driven by the consumer market, but it also happened in every type of application and market. The user interface is now a key product differentiator.”

IoT solutions ranging from home automation (HA), security, and appliances, to medical electronics and monitoring systems/sensors will require a GPU to create compelling user interface (UI) and establish product differentiation. Vivante’s IoT GC400 core allows end products to be beautifully crafted and visually intelligent, all while providing a seamless user experience (UX) across devices.   

“According to Cisco’s IBSG group, they predict “there will be 25 billion devices connected to the internet by 2015 and 50 billion by 2020,” said Wei-Jin Dai, Vivante President and CEO. “This huge number of interconnected smart devices represents an enormous opportunity for the GPU to make the impersonal device personable and offer a great user experience from the TV to the smartphone through to the breadth of IoT devices with screens of any size.”

As cited in a recent article by Bloomberg Technology,“Android is becoming the standard operating system for the “Internet of Things”—Silicon Valley’s voguish term for the expanding interconnectedness of smart devices, ranging from sensors in your shoe to jet engine monitors...Every screen variant, mobile chip, and sensor known to man has been tuned to work with Android.” Google’s Android has all the qualities, next generation features, and roadmap needed to support the vast amount of web interconnected products imaginable. A key element with Android in IoT is the visual centric nature of the OS that requires a tiny, full featured graphics processor to drive the device screen.

About Vivante IoT GPU Products
Optimized for Google Android, Windows Embedded, and other operating systems, Vivante’s IoT product portfolio includes performance-leading technologies in 3D graphics, CPC composition processors, vector graphics, and optional GPGPU cores. Vivante IoT cores leverage a unified driver architecture that is compatible with industry-standard application programming interfaces like OpenGL® ES 2.0, desktop OpenGL®, OpenCL®, OpenVG®, Microsoft® DirectX® 11, WebGL, Google Renderscript / FilterScript Compute, and other standard APIs.

Robust features built into the GC 400 IoT GPU include:
World’s smallest licensable OpenGL ES 2.0 GPU Core at less than 1 mm2 total silicon area (TSMC 28nm HPM process technology)
Supports up to 720p @ 60 FPS with high quality 32-bit color formats
Supports all major IoT operating systems, APIs and middleware
Accelerated composition processing for butter smooth UIs
Ultra-low power consumption to conserve battery power on-the-go
Tiny software driver footprint for DDR constrained and DDR-less configurations
Real-time sensor fusion processing to reduce bandwidth and increase device intelligence
Industrial temperature support for -40C to 85C
To learn more about Vivante’s IoT technology visit or contact

About Vivante Corporation
Smaller – Faster – Cooler: Vivante Corporation, a leader in multi-core GPU, OpenCL™, CPC Composition Engine and Vector Graphics IP solutions, provides the highest performance and lowest power characteristics across a range of Khronos™ Group API conformant standards based on the ScalarMorphic™ architecture. Vivante GPUs are integrated into customer silicon solutions in mass market products including smartphones, tablets, HDTVs, consumer electronics and embedded devices, running thousands of graphics applications across multiple operating systems and software platforms. Vivante is a privately held company headquartered in Sunnyvale, California, with additional R&D centers in Shanghai and Chengdu.

Gaijin Entertainment, the developers of War Thunder recently claimed that the PS4’s GPU is 40% more powerful than the Xbox One. So we made sure to ask about the console’s GPU and whether it’s eased out the number of things you can do on screen in the game.

“From a pure tech perspective it’s undeniable that the PS4 GPU will make it the most powerful console in the world and for us that means we can turn on every visual flourish we want while keeping a smooth & responsive 60fps. We’re focused on every version running at 60fps including Vita, frame rate is king.”

Origin PC CEO and co-founder Kevin Wasielewski told us that the company is no longer offering AMD GPUs in its systems and will solely provide NVIDIA graphics options. His reasons were initially vague: “This decision was based on a combination of many factors including customer experiences, GPU performance/drivers/stability, and requests from our support staff. Based on our 15+ years of experience building and selling award winning high-performance PCs, we strongly feel the best PC gaming experience is on NVIDIA GPUs,” he said.


What is K3D.js?

K3D is JavaScript library for working with 3D meshes. K3D is not a rendering engine!

K3D.js can be used for different operations with 3D meshes:

    converting between different formats
    applying affine and other transformations
    generating primitive objects
    creating LODs

To use K3D, you should have a basic knowledge of 3D meshes, index / vertex coordinate arrays etc.

3D-Tech News Around The Web / AMD Catalyst 13.10 LINUX Beta Driver
« on: October 01, 2013, 07:45:00 AM »
Download page:

Resolved Issues:

[383176] System hang up when startx after setting up an Eyefinity desktop
[384193] Permission issue with procfs on kernel 3.10
[373812] System hang observed while running disaster stress test on Ubuntu 12.10
[383109] Hang is observed when running Unigine on Linux
[383573] AC/DC switching is not automatically detected
[383075] Laptop backlight adjustment is broken
[383430] Glxtest failures observed in log file with forcing on Anti-Aliasing
[383372] Cairo-dock is broken
[378333] Severe desktop corruption is observed when enabled compiz in certain cases
[384509] glClientWaitSync is waiting even when timeout is 0
[382494] C4Engine get corruption with GL_ARB_texture_array enabled

3D-Tech News Around The Web / Learn 2D/3D graphics programming from scratch
« on: September 26, 2013, 09:27:32 PM »
Scratchapixel is the first complete interactive resource on the web for anyone (beginner or expert) who seeks to learn 2D and 3D computer graphics techniques from the ground up. Follow the link to find out more about who we are, what you will find here and why scratch-a-pixel is the right place for you to learn these techniques.

3D-Tech News Around The Web / Decyphering the Business Card Raytracer
« on: September 26, 2013, 09:13:07 PM »
I recently came across Paul Heckbert's business card raytracer. For those that have never heard of it: It is a very famous challenge in the Computer Graphics field that started on May 4th, 1984 via a post on by Paul Heckbert ( More about this in his article "A Minimal Ray Tracer" from the book Graphics Gems IV).

The goal was to produce the source code for a raytracer...that would fit on the back of a business card.

Code: [Select]
    #include <stdlib.h>   // card > aek.ppm
    #include <stdio.h>
    #include <math.h>
    typedef int i;typedef float f;struct v{
    f x,y,z;v operator+(v r){return v(x+r.x
    ,y+r.y,z+r.z);}v operator*(f r){return
    v(x*r,y*r,z*r);}f operator%(v r){return
    x*r.x+y*r.y+z*r.z;}v(){}v operator^(v r
    ){return v(y*r.z-z*r.y,z*r.x-x*r.z,x*r.
    y-y*r.x);}v(f a,f b,f c){x=a;y=b;z=c;}v
    this));}};i G[]={247570,280596,280600,
    249748,18578,18577,231184,16,16};f R(){
    return(f)rand()/RAND_MAX;}i T(v o,v d,f
    &t,v&n){t=1e9;i m=0;f p=-o.z/d.z;if(.01
    <p)t=p,n=v(0,0,1),m=1;for(i k=19;k--;)
    for(i j=9;j--;)if(G[j]&1<<k){v p=o+v(-k
    ,0,-j-4);f b=p%d,c=p%p-1,q=b*b-c;if(q>0
    ){f s=-b-sqrt(q);if(s<t&&s>.01)t=s,n=!(
    p+d*t),m=2;}}return m;}v S(v o,v d){f t
    ;v n;i m=T(o,d,t,n);if(!m)return v(.7,
    .6,1)*pow(1-d.z,4);v h=o+d*t,l=!(v(9+R(
    ),9+R(),16)+h*-1),r=d+n*(n%d*-2);f b=l%
    n;if(b<0||T(h,l,t,n))b=0;f p=pow(l%r*(b
    *.2+.1);}return v(p,p,p)+S(h,r)*.5;}i
    main(){printf("P6 512 512 255 ");v g=!v
    )*.002,c=(a+b)*-256+g;for(i y=512;y--;)
    for(i x=512;x--;){v p(13,13,13);for(i r
    =64;r--;){v t=a*(R()-.5)*99+b*(R()-.5)*

c++ -O3 -o card card.cpp
./card > card.ppm

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