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Topics - JeGX

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Oculus Rift Confirms "Pause" in OS X, Linux Development, Some Devs are Mad:

Our development for OS X and Linux has been paused in order to focus on delivering a high quality consumer-level VR experience at launch across hardware, software, and content on Windows. We want to get back to development for OS X and Linux but we don’t have a timeline.


A common practice in computer graphics is to pack and compress vertex attributes. It reduces the memory footprint, time to transfer data across the bus from the CPU to the GPU, and GPU memory bandwidth at the cost of extra instructions in the vertex shader. Another benefit may be that there are more attributes than the maximum number of vertex attributes supported.


English forum / GL-Z 0.3.0 released
« on: May 13, 2015, 04:51:20 PM »
GL-Z 0.3.0 is available for Windows, Linux, OSX and Raspberry Pi:

Post your feedbacks or bug-reports in this thread.

ZeroBrane Studio is a lightweight Lua-based IDE for Lua with code completion, syntax highlighting, live coding, remote debugger, and code analyzer (supports Lua 5.1, 5.2, 5.3, LuaJIT and other Lua interpreters).

- ZeroBrane Studio homepage
- ZeroBraneStudio @ Github
- Changelog

Excellent tool for debugging GLSL Hacker demos (once luasocket support will be added to GLSL Hacker)...

3D-Tech News Around The Web / An Introduction to OpenCL C++
« on: May 13, 2015, 04:15:31 PM »
An introduction to the latest provisional OpenCL 2.1 specification with a kernel language based on C++:

Other tutorials and articles about OpenCL can be found HERE.

Synthclipse is a GLSL shader prototyping tool. It makes possible to fast develop all kinds of shaders: Fragment (FS), Vertex (VS), Geometry (GS), Tessellation (TS) and Compute (CS). Shader development can be done using, compatible with Fragmentarium and Shadertoy (but limited to FS and VS), Fragx shaders or by using fully featured JavaScript JSX scripts. The JSX API is consistent with WebGL but in fact exposes complete OpenGL 4+ API.

Synthclipse is based on Eclipse IDE and depends on Eclipse CDT (C/C++ Development Tooling). It pretends that GLSL is just plain C++ code.


SYCL (pronounced ‘sickle’) is a royalty-free, cross-platform abstraction layer that builds on the underlying concepts, portability and efficiency of OpenCL that enables code for heterogeneous processors to be written in a “single-source” style using completely standard C++.   SYCL enables single source development where C++ template functions can contain both host and device code to construct complex algorithms that use OpenCL acceleration, and then re-use them throughout their source code on different types of data.


3D-Tech News Around The Web / ClanLib 4.0 released
« on: May 11, 2015, 08:19:42 PM »
ClanLib is a cross platform C++ toolkit library with a primary focus on game creation. The library is Open Source and free for commercial use.

The ClanLib C++ Game SDK has been updated. Key updates since previous release include a path drawing module using CPU/GLSL to render anti-aliased SVG style primitives (including lines). Now fully supports Windows, Mac OS X and Linux. All source has a very liberal zlib style license


Source of the news:

English forum / GLSL Hacker 0.8.4
« on: May 11, 2015, 07:31:30 PM »
This is the thread for feedback and bug reports of GLSL Hacker 0.8.4.x.

GLSL Hacker 0.8.4 story:

kiUi is a lightweight auto-layout Ui library, abstracted out from any rendering or input code.

Every single element in kiUi auto-layouts ! You have nothing to do. No position to set, no size to determine.

kiUi was conceived so that each element can be styled in a way very similar to CSS, through Style Sheets You can switch between Styles Sheets on the fly.

kiUi comes with a light renderer / input system based on NanoVG and GLFW to quickly bootstrap a prototype application in a few lines of code.


English forum / Intel Graphics Drivers and GPUs
« on: May 07, 2015, 02:39:27 PM »
I start this thread to post screenshots of GLSL Hacker based demos and applications that have issues with Intel graphics drivers.
I also post screenshots of demos that work fine with Intel GPUs!

The last Intel v4170 has some issues (that should be fixed in an upcoming driver version) with MadShaders 0.4.0 (correct screenshots can be found in this page). I tested with an update of  MadShaders (v0.4.1) without change:

- Mobius Balls: the central big sphere is nor rendered

- Bokeh blur: no comment!

FurMark, GPU Caps Viewer and GPU Shark have been to fix a crash that occurred during the initialization routine on virtual machines like VirtualBox or VMware. Latest versions of these GPU tools can be found here:

- FurMark

- GPU Caps Viewer

- GPU Shark

3D-Tech News Around The Web / PS4 Should Support Vulkan
« on: April 01, 2015, 07:59:30 AM »
According to Wardell, Sony’s current API is much low level compared to Mantle and even Vulkan but they should look into adding Vulkan support for the console as it will reduce a lot of developer overhead for cross platform development.

“What I was referencing at the time was Vulkan. We’re part of the Khronos Group and now it depends who you talk to at Sony and this gets in to a debate. Sony has a very low-level API already for the PlayStation 4. The problem I have with it is that if you want to make use for it you’re writing some very specific code just for the PlayStation 4. And in the real world people don’t do that right. I write code generally to be as cross-platform as I can.”


English forum / GLSL Hacker available
« on: March 27, 2015, 04:40:23 PM »
I just uploaded a new version of GLSL Hacker that brings minors bugfixes. The version is available for all platforms: Windows 64-bit, Linux 64-bit, Mac OSX and Raspberry Pi.

All demos for the Raspberry Pi are now in the official code sample pack in the opengl_es_20/ sub-folder .



The rasterization rendering technique is surely the most commonly used technique to render images of 3D scenes, and yet, that is probably the least understood and the least properly documented technique of all (especially compared to ray-tracing).

Why this is so, depends on different factors. First, it's a technique from the past. We don't mean to say the technique is obsolete, quite the contrary, but that most of the techniques that are used to produce an image with this algorithm, were developed somewhere between the 1960s and the early 1980s. In the world of computer graphics, this is middle-ages and the knowledge about the papers in which these techniques were developed tends to be lost. Rasterization is also the technique used by GPUs to produce 3D graphics. Hardware technology changed a lot since GPUs were first invented, but the fondamental techniques they implement to produce images haven't changed much since the early 1980s (the hardware changed, but the underlying pipeline by which an image is formed hasn't). In fact these techniques are so fondamental and consequently so deeply integrated within the hardware architecture, that no one pays attention to them anymore (only people designing GPUs can tell what they really do, and this is far from being a trivial task; but designing a GPU and understanding the principle of the rasterization algorithm are two different things; thus explaining the latter should actually not be that hard!).

Regardless, we thought it was urgent and important to correct this situation. With this lesson, we believe to be the first ressource that provides a clear and complete picture of the algorithm as well as a complete and full practical implementation of the technique. If you found in this lesson the answers you have been desperately looking for anywhere else, please consider making a donation! This work is provided to you for free and requires many hours of hard work.


3D-Tech News Around The Web / C++11 in CUDA: Variadic Templates
« on: March 27, 2015, 11:16:10 AM »
CUDA 7 adds C++11 feature support to nvcc, the CUDA C++ compiler. This means that you can use C++11 features not only in your host code compiled with nvcc, but also in device code. In my post “The Power of C++11 in CUDA 7” I covered some of the major new features of C++11, such as lambda functions, range-based for loops, and automatic type deduction (auto). In this post, I’ll cover variadic templates.


In parallel to Khronos defining OpenGL ES 3.0, there was an effort to develop an industry-leading compression format that provided developers with finer grained control. This resulted in the mid-2012 launch of the ASTC texture compression format. The key to ASTC is that while it uses a fixed 128 bits-per-block, each texture can have a different size block fit in those 128 bits, unlike the fixed 4x4 block of prior formats. Leveraging a large variety of square and non-square block sizes, ASTC delivers a wide range of derived compression ratios, scaling from 8bpp down to just under 1bpp.


Hardware supporting ASTC has achieved sufficient enough market share that developers should seriously consider how to leverage it in their titles: to improve quality, decrease storage size, or both. This is especially true in titles that require a high enough level of graphics hardware such that ASTC is a given.


EMERYVILLE, CA – (March 23rd, 2015) Pixar Animation Studios today released its Academy Award®-winning RenderMan software for non-commercial use. Free Non-Commercial RenderMan can be used for research, education, evaluation, plug-in development, and any personal projects that do not generate commercial profits. Free Non-Commercial RenderMan is also fully featured, without watermark, time limits, or other user limitations.

Featuring Pixar’s new RIS technology, RenderMan delivers extremely fast global illumination and interactive shading and lighting for artists. Currently in use at many studios, RIS is fast, robust, and changing how movies are made.  Today, exactly the same technology is available to all users of Non-Commercial RenderMan.

In conjunction with the release, Pixar has also launched a new RenderMan Community site where users can exchange knowledge and resources, showcase their own work, share assets such as shaders and scripts, and learn about RenderMan from tutorials created by the best in the community. The RenderMan Community site is an example of Pixar’s ongoing commitment to making the film industries finest rendering tools accessible to anyone working in visual effects, animation, and visualization.

“The latest release of RenderMan is a technological reinvention. It’s the result of focused research and development at both Pixar and Disney, and these advancements are now freely available to the visual effects and animation community through Non-Commercial RenderMan.” said Dr Ed Catmull, President of Pixar and Walt Disney Animation Studios, and also one of the founders of the original RenderMan architecture. “We look forward to seeing what our users create.”

"We’ve recently begun to see some final images for ‘Finding Dory.’  It’s our first feature using RenderMan’s RIS technology… and it’s just unbelievable,” said Andrew Stanton, Director, “Finding Dory.” “RIS has opened so many new creative possibilities for us; we’re creating images that were previously impossible for us to achieve. It really is looking spectacular.”

Those interested in exploring Free Non-Commercial RenderMan are invited to go to the RenderMan website and download a copy.

Availability & Compatibility

RenderMan is compatible with the following 64-bit operating systems: Mac OS 10.9, 10.8 and 10.7, Windows 8 and 7, and Linux glibc 2.12 or higher and gcc 4.4.5 and higher. RenderMan is compatible with versions 2013.5, 2014, and 2015 of Autodesk’s Maya, and with versions 1.5, 1.6, and 2.0 of The Foundry’s KATANA. RenderMan is available commercially as individual licenses with volume discounts or through custom site licensing packages tailored for each customer. In addition, Pixar’s annual maintenance program provides access to ongoing support and free upgrades. For more information please visit or contact


Renderman homepage:

A presentation during the TokyoDemoFest 2015 about writing a practical rendering system on a GPU only with GLSL.

138-page PDF presentation:

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