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Topics - JeGX

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The famous "Hello world" in 127 programming languages including ada, basic, boo, c, d, dart, erlang, groovy, latex, java, logo,  lua, processing, python,  rust, x86 (asm), zimbu.

Code: [Select]
Hello, world!
print 'Hello World!'

Code: [Select]
FUNC Main() int
IO.print("Hello, World!")

Code: [Select]
fn main() {
println("hello, world");

Code: [Select]
DISPLAY 'Hello, world'.


procedure Hello is
Code: [Select]
Put_Line ("Hello, world!");
end Hello;


3D-Tech News Around The Web / Revision 2015: 120Hz Demo Competition
« on: February 16, 2015, 03:03:51 PM »
We're excited to announce a brand new special event at Revision 2015 - the 120hz demo competition.

John Carmack, famous game programmer and CTO of Oculus wants to see what nifty demos or effects you can write for 120hz LightBoost displays and is sponsoring a special prize.

Since this is a special competition and no currently affordable projection systems exist to showcase those kinds of productions on the Revision bigscreen we'll have a special booth in the infodesk area where everybody can sit down and watch the demos which will run in a continuous loop.


Right now, even with the astonishing power of current multi-core processors and graphics chipsets, the people we encounter in visually beautiful games like Far Cry 4, Assassin’s Creed: Unity and Tomb Raider lack something in their faces, some spark of humanity. The phenomenon has a well-known name, the Uncanny Valley, coined by robotics professor Masahiro Mori. His hypothesis, first put forward in 1970, was that as human reproductions get closer to authenticity, the tiny inaccuracies become increasingly disturbing. Video game characters look so real, but not real enough, and we recoil from them.

Video game worlds are similarly abstracted. The city of Los Santos in Grand Theft Auto V; the bustling Paris of Assassin’s Creed: Unity ... all the surface details are there, but these are just virtual film sets. Most of the doors are locked, and if you point GTA’s most powerful rocket launcher at any building, the explosive impact will do no damage at all. The computational cost of simulating collapsing masonry is huge.


3D-Tech News Around The Web / Normal generation in the pixel shader (GLSL)
« on: February 16, 2015, 01:39:47 PM »
As usual, whilst working on one aspect of Avoyd I hit a hurdle and decided to take a break by tweaking some visuals - specifically looking at the normals for my surfaces. I added a step to generate face normals in the pixel shader using the derivatives of world space position, and immediately noticed precision issues when close to the surface. I'll demonstrate the issue and my quick fix which uses eye relative position instead of world space, before explaining what's happening in full.


3D-Tech News Around The Web / Keep a CHANGELOG
« on: February 16, 2015, 11:35:17 AM »
A good change log sticks to these principles:

    It’s made for humans, not machines, so legibility is crucial.
    Easy to link to any section (hence Markdown over plain text).
    One sub-section per version.
    List releases in reverse-chronological order (newest on top).
    Write all dates in YYYY-MM-DD format. (Example: 2012-06-02 for June 2nd, 2012.) It’s international, sensible, and language-independent.
    Explicitly mention whether the project follows Semantic Versioning.
    Each version should:
        List its release date in the above format.
        Group changes to describe their impact on the project, as follows:
        Added for new features.
        Changed for changes in existing functionality.
        Deprecated for once-stable features removed in upcoming releases.
        Removed for deprecated features removed in this release.
        Fixed for any bug fixes.
        Security to invite users to upgrade in case of vulnerabilities.


Some examples:

-Waddress-of-array-temporary  :      "pointer is initialized by a temporary array, which will be destroyed at the end of the full-expression"

-Warray-bounds : array index %0 is past the end of the array (which contains %1 element%s2)

-Wc++11-compat : explicit instantiation cannot be 'inline'

-Wc++98-c++11-compat : use of this statement in a constexpr %select{function|constructor}0 is incompatible with C++ standards before C++1y

-Wdocumentation : not a Doxygen trailing comment

-Wheader-hygiene : using namespace directive in global context in header

All warnings:

3D-Tech News Around The Web / Matter.js: 2D Physics Engine for the web
« on: January 20, 2015, 01:24:27 PM »
Matter.js is a 2D rigid body physics engine for the web written in JavaScript.

-  Physical properties (mass, area, density etc.)
-   Rigid bodies of any convex polygon
-   Stable stacking and resting
-   Collisions (broad-phase, mid-phase and narrow-phase)
-   Restitution (elastic and inelastic collisions)
-   Conservation of momentum
-   Friction and resistance
-   Constraints
-   Gravity
-   Composite bodies
-   Sleeping and static bodies
-   Events
-   Rounded corners (chamfering)
-   Views (translate, zoom)
-   Collision queries (raycasting, region tests)
-   Time scaling (slow-mo, speed-up)
-   Canvas renderer (supports vectors and textures)
-   WebGL renderer (requires pixi.js)
-   MatterTools for creating, testing and debugging worlds
-   World state serialisation (requires resurrect.js)
-   Cross-browser (Chrome, Firefox, Safari, IE8+)
-   Mobile-compatible (touch, responsive)
-   An original JavaScript physics implementation (not a port)

- Homepage
- Source code @ GitHub

C++11 is a major update to the popular C++ language standard. C++11 includes a long list of new features for simpler, more expressive C++ programming with fewer errors and higher performance. I think Bjarne Stroustrup, the creator of C++, put it best:

C++11 feels like a new language: The pieces just fit together better than they used to and I find a higher-level style of programming more natural than before and as efficient as ever.

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 your device code, you can now use new C++ language features like auto, lambda, variadic templates, static_assert, rvalue references, range-based for loops, and more.

Complete story:

3D-Tech News Around The Web / Lua 5.3 released
« on: January 12, 2015, 07:57:17 PM »
Lua 5.3 main changes:

- integers (64-bit by default)
- official support for 32-bit numbers
- bitwise operators
- basic utf-8 support
- functions for packing and unpacking values

- Lua 5.3 download
- Lua 5.3 changelog

I'll try to update GLSL Hacker with this new version of Lua as soon as possible!

3D-Tech News Around The Web / ATLAS C++ coding guidelines (LHC / CERN)
« on: January 12, 2015, 05:17:42 PM »
This note gives a set of guidelines and recommendations for coding in C++ for the ATLAS experiment.

There are several reasons for maintaining and following a set of programming guidelines. First, by following some rules, one can avoid some common errors and pitfalls in C++ programming, and thus have more reliable code. But even more important: a computer program should not only tell the machine what to do, but it should also tell other people what you want the machine to do. (For much more elaboration on this idea, look up references on "literate programming," such as [1].) This is obviously important any time when you have many people working on a given piece of software, and such considerations would naturally lead to code that is easy to read and understand. Think of writing ATLAS code as another form of publication, and take the same care as you would writing up an analysis for colleagues.

- ATLAS C++ coding guidelines
- ATLAS  Experiment

Tungsten is a physically based renderer originally written for the yearly renderer competition at ETH. It simulates full light transport through arbitrary geometry based on unbiased integration of the rendering equation using path tracing.

Tungsten is written in C++11 and makes use of Intel's high-performance geometry intersection library embree. Tungsten takes full advantage of multicore systems and tries to offer good performance through frequent benchmarking and optimization. At least SSE3 support is required to run the renderer.

- Github:
- Article:

English forum / GL-Z 0.1.0 released
« on: November 21, 2014, 04:02:31 PM »
GL-Z is a simple OpenGL information tool. More information and download:

EIZO Corporation (TSE: 6737) today announced the new FlexScan EV2730Q, a 26.5-inch square monitor with a 1920 × 1920 resolution (1:1 aspect ratio). The monitor is the newest addition to EIZO’s FlexScan EcoView Series which combines both ergonomic and environmental features for an economical result.

FlexScan EV2730QThe FlexScan EV2730Q is wide all around – the unique 1920 × 1920 resolution provides users with 78% more pixels compared with a standard widescreen 1920 × 1080 monitor. The extended vertical space is convenient for displaying large amounts of information in long windows, reducing the need for excess scrolling and providing a more efficient view of data. This makes the monitor ideal for displaying information such as CAD or program development data with a more complete overall view on screen.

The non-glare IPS panel has wide viewing angles, making the monitor comfortable to view in any workstation and from any angle. The ergonomically designed stand with height adjustment, tilt, and swivel provides positioning flexibility and user comfort.

To lower eyestrain, the monitor utilizes an EIZO-developed solution that regulates brightness to make flicker unperceivable. In addition, the wide dimming range allows the monitor to be adjusted to just 1% of maximum brightness for higher comfort in dimly-lit work environments.

Five preset modes are included – sRGB, Movie, Paper, and two modes with user-adjustable settings. Paper mode reduces the amount of blue light to help prevent eye fatigue.

The monitor includes EIZO’s own EcoView technologies such as EcoView Optimizer 2, which saves power by reducing the backlight brightness and increasing the gain when displaying mostly dark content. In addition, Auto EcoView automatically adjusts the screen’s brightness in accordance with changes in ambient lighting to trim power usage while reducing eye fatigue.

A presence sensor called EcoView Sense 2 detects when the user leaves the desk and automatically switches to power save mode. When the user returns, EcoView Sense 2 powers the monitor on again. It detects both the user’s movements and body heat for increased accuracy.

- Press release:
- Home page:

3D-Tech News Around The Web / C++11/14/17 Features In VS 2015 Preview
« on: November 20, 2014, 01:54:01 PM »
Visual Studio 2015 Preview is now available, so here's an updated feature table for the Core Language:


So, you just got access to the latest supercomputer with thousands of GPUs. Obviously this is going to help you a lot with accelerating your scientific calculations, but how are you going to analyze, reduce and visualize this data?  Historically, you would be forced to write everything out to disk, just to later read it back into another data analysis cluster.

Wouldn’t it be nice if you could analyze and visualize your data as it is being generated, without having to go through a file system? And wouldn’t it be cool to interact with the simulation, maybe even modifying parameters while the simulation is running?

And wouldn’t it be nice to use your GPU for that as well? As it turns out, you can actually do this. It’s called in-situ visualization, meaning visualization of datasets in-place where they are computed. High-quality, high performance rendering and visualization is just one of the capabilities of the Tesla Accelerated Computing Platform.


Cosmological simulations like those undertaken by a group led by Professor Simon Portegies-Zwart  at the Leiden Observatory in the Netherlands provide a good example of present-day in-situ visualization. To understand how the Milky Way galaxy formed, and how dark matter influenced the process, they run very large-scale GPU-accelerated gravitational simulations with the Bonsai2 code. Their simulations are so powerful and efficient, that their code is one of the nominees for this year’s Gordon Bell awards.


3D-Tech News Around The Web / NVIDIA MFAA tested on GTX 980
« on: November 19, 2014, 10:34:03 AM »
First up is a new antialiasing method called MFAA, or Multi-Frame Sampled AA. This new method alternates the AA sample pattern, which is now programmable via software, in both temporal and spatial directions.

The goal is to change the AA sample pattern in a way to produce near 4xMSAA quality at the effective cost of 2x MSAA (in terms of performance).


NVIDIA's new Multi-Frame Sampled Anti-Aliasing is finally coming out, two full months behind the release and reveal of the GTX 980 and the MFAA technology in general. Despite that delay, the current shipping driver only supports MFAA on twenty PC games and uses a silent white list method that requires a lot of research on the part of the gamer to determine compatibility. Clearly this isn't what NVIDIA expected or desired, but that is where we are on the launch of the AA method with the baddest name around.

Still, even though we could fairly call this MFAA release small by expectations placed on the tech by NVIDIA, it does appear to work as desired in those games that are supported. In my time with it, the image quality it provided was better than 2x MSAA and nearly to that of 4x MSAA with performance closer to 2x MSAA than 4x MSAA. That alone would give MFAA a spot in our list of favorite features for Maxwell if it just supported more games!

Time will tell if MFAA is a feature that NVIDIA continues to work on and improve or if it will be one of the many graphics technologies from the last 15 years to find its way to the list of also-rans. Even looking at the list of ATI/AMD/NVIDIA specific AA methods alone will leave you dizzy with acronym-confusion. Not having SLI support for MFAA also seems like a really glaring omission considering these are the same types of users that are willing to enable off-shoot options in the control panel like this.

For now though, a very limited subset of NVIDIA's gamers (GTX 980/970) will be able to enjoy the benefits of MFAA on a very limited subset of modern PC games. It has potential, but needs a lot of work and attention from the driver team to keep the plates spinning.


After the long hard working in HPC field, ASUS now presents the GPU server ESC8000 G3 supporting up to eight double deck GPU cards as well as optimized thermal design for both CPUs and GPUs. ESC8000 G3 is the latest supercomputer based on Intel® Xeon® processor E5-2600 v3 product family, featuring front parallel redundant fan placement and dedicated air-tunnel for individual GPUs, six hot-swappable 2.5” SATA HDD/SSD bays, 2+1 80 PLUS Platinum 1600W CRPS , 8 PCI-E Gen3 x16 and 2 PCI-E Gen3 x8 expansion slots. ESC8000 G3 is targeted to hit 20Tera floating points with the latest generation GPU cards and achieve an outstanding performance result in Top500 and Green500.





3D-Tech News Around The Web / C++ code to HTML canvas with emscripten
« on: November 18, 2014, 10:40:28 AM »
This test makes C++ code draw into an HTML canvas element.

The C++ code renders to an uint8 buffer directly (without OpenGL or anything like that). That C++ code is converted to asm.js, then executed from JS making it modify the contents of an HTML canvas element.

Performance is quite low compared to GPU rendering, but still quite usable if target resolution is not very big. For "retro"-style, pixel-art stuff it should work quite well.


3D-Tech News Around The Web / (WebGL) SPH Fluid Simulator
« on: November 18, 2014, 10:28:31 AM »
A WebGL realtime simulation of fluids using SPH particles animations and marching cubes to create the geometry.


3D-Tech News Around The Web / UVAtlas - isochart texture atlasing
« on: November 18, 2014, 10:24:47 AM »
UVAtlas is a shared source library for creating and packing an isochart texture atlas:


- UVAtlas: Return of the Isochart @ MSDN blogs

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