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Topics - JeGX

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62
English forum / Raspberry Pi OpenGL 2.1 support tested
« on: February 15, 2016, 09:16:32 PM »
The new support of OpenGL 2.1 added to Raspbian Jessie has been tested with the latest GeeXLab 0.9.6.0:

http://www.geeks3d.com/20160215/raspberry-pi-opengl-2-1-support-tested-with-geexlab-0-9-6-0/


63
English forum / GeeXLab 0.9.6.0 released
« on: February 15, 2016, 09:14:01 PM »
GeeXLab 0.9.6.0 has been released for all platforms, including Raspberry Pi with OpenGL 2.1 support. The complete story is available here:

http://www.geeks3d.com/hacklab/20160215/geexlab-0-9-6-0-released-for-all-platforms/

65
Quote
Hello and welcome to our series of blog posts covering performance advice for Direct3D® 12 & Vulkan™. You may have seen the #DX12PerfTweets on Twitter, and asked yourself where you can find some more background information – search no more, we’ve got you covered. Today, we’ll be looking at command lists, a feature which is only present in explicit APIs that expose fairly directly the DMA command buffer architecture of most modern 3D hardware.

...


The most important fact about command lists is that they can be recorded from multiple threads. This is one of the major advantages of Direct3D 12 and Vulkan over previous APIs. Optimal performance will be achieved by using as many CPU threads as there are available to record command lists. There are no hidden driver threads in Direct3D 12 and Vulkan that could interfere with you – all the threading performance comes directly from the application.

...


Link: http://gpuopen.com/performance-tweets-series-command-lists/


66
Quote
EASTL stands for Electronic Arts Standard Template Library. It is a C++ template library of containers, algorithms, and iterators useful for runtime and tool development across multiple platforms. It is a fairly extensive and robust implementation of such a library and has an emphasis on high performance above all other considerations.

Link: https://github.com/electronicarts/EASTL

67
Quote
Ion is a portable suite of libraries and tools for building client applications,
especially graphical ones. It is small, fast, and robust, and is cross-platform
across many platforms and devices, including desktops, mobile devices, browsers,
and other embedded platforms.

Why Use Ion?
* Small: < 500k binary size on mobile platforms, often much smaller
* Powerful: Tools for faster productivity when developing applications
  * Robust, portable application infrastructure aids in:
  * Object lifetime management
  * Memory allocation
  * Application start-up and static instances
  * Threading
  * Run-time setting editing
  * Automatic performance instrumentation
  * More!
* Tools for graphics:
  * Analyze graphics scenes to find performance bottleneck
  * Trace all OpenGL calls and examine their arguments
  * Use scene resources in multiple contexts, automatically
  * Run-time graphics state introspection
  * Run-time shader editing: change your shaders and immediately see the results
* Fast graphics: Minimal overhead between your application and OpenGL / ES
* Tested: Well-tested and facilitates testing your application
  * ~100% test coverage
  * Black- and white-box tested, unit tests and integration tests
  * Mock implementation of OpenGL API allows direct renderer unit tests and
    validation
  * Integrated Remote: extensible API allows changing arbitrary application
    settings on-the-fly for faster development, testing, and debugging
* Cross-platform:
  * Desktop: Linux, Mac OSX, Windows (OpenGL)
  * Handheld: Android (ARM, x86 MIPS), iOS (ARM and x86), and their 64-bit
    variants
  * Browser: Emscripten/asm.js, NaCl / pNaCl
* Cross-functional
  * Used by many teams across Google, running on billions of devices through
    multiple Google products

Link: https://github.com/google/ion

68
3D-Tech News Around The Web / Videogames released since 1971
« on: February 09, 2016, 09:11:05 AM »
Mobygames stats released on January 15 2016:



Source: http://www.mobygames.com/forums/dga,2/dgb,3/dgm,216724/

69
English forum / Shadertoy multipass demos
« on: February 07, 2016, 08:33:15 PM »
I'm preparing a small framework (Lua) for Shadertoy multipass demos.

This simple (and pleasing) multipass demo works fine in GeeXLab:
https://www.shadertoy.com/view/Msc3Wf



70
English forum / GeeXLab 0.9.5.1 released
« on: February 07, 2016, 05:45:05 PM »

71
English forum / How to build User Interfaces and 2D Shapes with NanoVG
« on: February 05, 2016, 04:28:07 PM »
The support of NanoVG is one of the latest features of GeeXLab 0.9.5.0. Here is a tutorial to use new NanoVG functions of GeeXLab:

http://www.geeks3d.com/hacklab/20160205/how-to-build-user-interfaces-and-2d-shapes-with-nanovg/





72
3D-Tech News Around The Web / Vulkan Memory Management
« on: February 05, 2016, 03:51:00 PM »
Quote
Vulkan offers another key difference to OpenGL with respect to memory allocation. When it comes to managing memory allocations as well as assigning it to individual resources, the OpenGL driver does most of the work for the developer. This allows applications to be developed, tested and deployed very quickly. In Vulkan however, the programmer takes responsibility meaning that many operations that OpenGL orchestrates heuristically can be orchestrated based on an absolute knowledge of the resource lifecycle.

Link: https://developer.nvidia.com/vulkan-memory-management

73
English forum / GeeXLab 0.9.5.0 released
« on: February 04, 2016, 08:27:10 PM »
GeeXLab 0.9.5.0 is available for all platforms (win64 / win32, Mac OS X, Linux and Raspberry Pi).

More information:
http://www.geeks3d.com/hacklab/20160204/geexlab-0-9-5-0-released-for-windows-linux-os-x-and-raspberry-pi/

74
3D-Tech News Around The Web / WebGL - Play serious games in your browser
« on: February 03, 2016, 08:17:30 PM »
No plug-ins, no installing anything, just go to the site.

Quote
WebGL is the only way to run a 3D app on Windows, Mac, and Android, etc., with no source changes. The first and only time this has ever been possible – in the known universe! And as Apple fragments the native API landscape with Metal – this portability becomes even more valuable.

Link: http://www.computer.org/portal/web/chasing-pixels-finding-gems/content?g=54397843&type=article&urlTitle=play-serious-games-in-your-browser

75
3D-Tech News Around The Web / Serious Sam 4 Will Use Vulkan
« on: February 02, 2016, 12:07:49 PM »
Quote
In related news, Croteam has also confirmed that Serious Sam 4 will support the Vulkan API, and that it will be powered by a much improved version of the Serious Engine.

As Croteam’s Alen Ladavac wrote on Steam:
"We will support Vulkan. But we probably won’t be removing support for other APIs soon."


Link: http://www.dsogaming.com/news/serious-sam-4-will-use-photogrammetry-motion-capture-will-push-even-more-enemies-on-screen/

76
Highlights:
Quote
- Performance/Quality improvements and an AMD Crossfire™ profile is available for Rise of the Tomb Raider™

- An AMD Crossfire™ profile is available for Fallout 4


- AMD Crimson 16.1.1 Hotfix DOWNLOAD


77
Quote
This is a D3D11 sample app that demonstrates several techniques for rendering real-time shadow maps. The following techniques are implemented:

    Cascaded Shadow Maps
    Stabilized Cascaded Shadow Maps
    Automatic Cascade Fitting based on depth buffer analysis, as in Sample Distribution Shadow Maps.
    Various forms of Percentage Closer Filtering
    Variance Shadow Maps
    Exponential Variance Shadow Maps (EVSM)
    Moment Shadow Maps

Links:
- https://github.com/TheRealMJP/Shadows
- https://mynameismjp.wordpress.com/2016/01/24/update-for-my-shadow-sample-update/

78
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FASTBuild is a high performance, open-source build system supporting highly scalable compilation, caching and network distribution. It supports MSVC, GCC, SNC, Clang, GreenHills, CodeWarrior & NVCC (CUDA).

Link: http://fastbuild.org

79
Here is a new method for high quality text rendering using the GPU. Unlike existing methods it provides antialiased pixel accurate results at all scales with no runtime CPU cost.

Links:
- WebGL demo
- GPU text rendering with vector textures
- War and Peace and WebGL






80
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Microsoft is making the tools that its own researchers use to speed up advances in artificial intelligence available to a broader group of developers by releasing its Computational Network Toolkit on GitHub.

CNTK, the Computational Network Toolkit by Microsoft Research, is a unified deep-learning toolkit that describes neural networks as a series of computational steps via a directed graph.

Links:
- Microsoft releases CNTK on Github
- CNTK @ Github

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