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Messages - JeGX

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1
Quote
Recently we introduced the VK_NVX_device_generated_commands (DGC) Vulkan extension, which allows rendering commands to be generated entirely on the GPU.

Earlier this week, we added support for VK_NVX_device_generated_commands to our Windows and Linux release drivers.

Today we are releasing the ‘BasicDeviceGeneratedCommandsVk’ SDK GameWorks sample. We highly recommend reading the introductory Vulkan Device-Generated Commands article in addition to this blog post.

VK_NVX_device_generated_commands is available in R376.09.

Links:
- Driver and New Sample for VK_NVX_device_generated_commands
- Vulkan Device-Generated Commands
- BasicDeviceGeneratedCommandsVk sample @ github

2
Quote
Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs. Modern APIs like DirectX® 12 or Vulkan™ provide the ability to schedule tasks asynchronously, which can enable higher GPU utilization with relatively little effort.

Link: http://gpuopen.com/concurrent-execution-asynchronous-queues/

4
Third article: Drawing Simple Graphics on a RGB LED Matrix Panel with a Raspberry Pi and GeeXLab

Quote
n previous articles (HERE and HERE), we have talked about the RGB LED matrix panel as well as the RGB Matrix HAT which is the hardware interface between the LED panel and the Raspberry Pi. Today we will cover how to draw simple graphics on the LED panel.

Link: http://www.geeks3d.com/20161128/drawing-simple-graphics-on-a-rgb-led-matrix-panel-with-a-raspberry-pi-and-geexlab/


5
English forum / Re: GeeXLab SDK ?
« on: November 27, 2016, 10:25:50 AM »
I just now realized how this version of GeeXLab is different from last one i used :o Too low-level for me, seams like i can't create simple scene no more. Sad day for me.

Here is a simple rendering code in a FRAME script:

Code: [Select]
gh_camera.bind(perspective_camera)
gh_gpu_program.bind(phong_prog)
gh_object.set_position(torus, x, y, z)
gh_object.set_euler_angles(torus, pitch, yaw, roll)
gh_object.render(torus)

This code is simple and at the same time offers a better control on the rendering than in previous GeeXLab. What is a simple scene for you? Maybe a simple Lua framework over GeeXLab Lua API can help you... Let me know what do you need.

6
English forum / Re: GeeXLab SDK ?
« on: November 27, 2016, 10:07:03 AM »

Can I buy professional version of GeeXLab ?


Currently not yet, I'm working on it. The PRO version of GeeXLab is already there, but I don't have yet defined the price / licensing model (I love flat licensing)...



Long ago there was SDK version allowing one to create and package windows application. I very much liked that feature.


There is also a SDK which allows to embed GeeXLab engine in your Windows / Linux application.  This SDK is really simple to use. But same problem than with GeeXLab PRO: price / licensing...

7
Second article: Adafruit RGB Matrix HAT: the Raspberry Pi can talk with the RGB LED Matrix Panel

Quote
Here the second article (first one is HERE) about how to render real time 3D stuff on a RGB LED matrix panel with a Raspberry Pi. In this article, we’ll look at the hardware interface between the Raspberry Pi and the RGB LED matrix display: the RGB Matrix HAT.

Link: http://www.geeks3d.com/20161125/adafruit-rgb-matrix-hat-the-raspberry-pi-can-talk-with-the-rgb-led-matrix-panel/




8
English forum / Re: Shadertoy multipass demos
« on: November 25, 2016, 06:42:39 PM »
More tests, need more help  :-[

 ;D


Ok, I looked at the neon clock demo and you have forgot (in file frame_user.lua) to update the iFrame uniform variable of the shadertoy_prog_img GPU program:

Code: [Select]
if ((img > 0) and (shadertoy_prog_img > 0)) then

  gh_render_target.bind(img)

  gh_gpu_program.bind(shadertoy_prog_img)
  gh_gpu_program.uniform3f(shadertoy_prog_img, "iResolution", winW, winH, 0.0)
  gh_gpu_program.uniform1f(shadertoy_prog_img, "iGlobalTime", elapsed_time)
  gh_gpu_program.uniform4f(shadertoy_prog_img, "iMouse", mx, my, mz, 0)
 
  local timestamp = os.time()
  local tmp = os.date("*t", timestamp)
  local time_seconds = tmp.hour * 3600.0 + tmp.min * 60.0 + tmp.sec
  gh_gpu_program.uniform4f(shadertoy_prog_img, "iDate", tmp.year, tmp.month, tmp.day, time_seconds)
 
 
  gh_texture.rt_color_bind(buf_A, 0)
  gh_gpu_program.uniform1i(shadertoy_prog_img, "iChannel0", 0)
 
  -------------------------------------------------------------------------------
  -------------------------------------------------------------------------------
  gh_gpu_program.uniform1i(shadertoy_prog_img, "iFrame", frame)
  -------------------------------------------------------------------------------
  -------------------------------------------------------------------------------
 
  draw_quad(0, 0, winW, winH) 
 
  gh_render_target.unbind(img)
   
end 

Thanks to that line, the demo works perfectly:



I added this demo to the code sample pack. Thanks Stefan for the porting  ;)

9
3D-Tech News Around The Web / Vulkan API specifications 1.0.34 released
« on: November 25, 2016, 05:51:30 PM »
Quote
Change log for November 18, 2016 Vulkan 1.0.34 spec update:

 * Bump API patch number and header version number to 34 for this update.

Github Issues:

  * Allow vkUpdateDescriptorSets overflow to skip empty bindings. Clarify
    that unused bindings have a descriptorCount of zero. Improve some valid
    usage for vkUpdateDescriptorSets (public issue 256).
  * Require that slink:VkImageSubresourceRange always define a non-empty
    range of the resource (public issue 303).
  * Added valid usage for slink:VkPresentInfoKHR on the layout of presented
    images (public issue 397).

Internal Issues:

  * Add dependency in src/spec/Makefile so specversion.txt is regenerated
    when needed (internal issue 462).
  * Shorten the table of contents in the single-page ref page HTML output.
    Still working on the PDF (internal issue 536).

Source: https://github.com/KhronosGroup/Vulkan-Docs/commit/08310a88df8c803ac916102e7a364fff912e3281


10
English forum / Logitech G and RGB LED Illumination: the mouse
« on: November 25, 2016, 08:13:48 AM »
I tested the LED lighting functions with the Logitech G Proteus Spectrum gaming mouse.

Link: http://www.geeks3d.com/hacklab/20161122/logitech-rgb-led-lighting-the-mouse/

12
Quote
As a PBF solver FleX can't directly compete with a specialized FLIP one like Cataclysm when it comes to simulating hundreds of thousands of fluid particles in real-time, but it was never meant to do such large-scale simulations by design. FleX is a different type of solver, it can model not only liquids but solids, cloth and soft bodies (hence the term: "unified"). It also supports phase changes between different material types, which means you can take a mesh, turn it into liquid, freeze the liquid and vaporize it, for example.

In the role of a fluid solver, FleX is free to use, runs on any consumer-grade GPU newer than GTX 650, requires no simulation domes to be set up or voxel resolutions to be calculated, can be easily integrated into pretty much any game engine or DCC, produces very high-quality results and is FAST (again: for a PBF solver). To me it looks like sort of a middle-ground solution for small or medium-scale simulations.

Link: http://cgicoffee.com/blog/2016/11/nvidia-physx-flex-fluid-simulation-and-other-solvers

13
matrixmultiplication.xyz is an interactive calculator for matrices.

Link: http://matrixmultiplication.xyz/
 

14
3D-Tech News Around The Web / A practical guide to securing macOS
« on: November 24, 2016, 05:52:28 PM »
Quote
This is a collection of thoughts on securing a modern Apple Mac computer using macOS (formerly "OS X") 10.12 "Sierra", as well as steps to improving online privacy.

This guide is targeted to “power users” who wish to adopt enterprise-standard security, but is also suitable for novice users with an interest in improving their privacy and security on a Mac.

There is no security silver bullet. A system is only as secure as its administrator is capable of making it.

Link: https://github.com/drduh/macOS-Security-and-Privacy-Guide

15
Quote
Our productivity tremendously depends on the tools we use. One of the fundamental tools for the software developers, researchers and analysts is the programming language. There are no silver bullets, each language fits the best for the specific purpose. Sometime it’s critical to prototype fast and we often use Python, but when it comes to the performance then C/C++ is the standard choice.
The Open Source movement significantly accelerated evolution and capabilities of the software ecosystems. It was literally impossible to build a full-fledged operational system within one-two yeas no so long ago. You can argue that Linux did it, but Linux was only a kernel that uses GNU ecosystem being developed many years before. In contrary, Redox OS appeared in the end of 2015 being developed using Rust language ecosystem and become probably the most secure existing OS. This is an excellent example of how the language selection impacts the project destiny (execution speed, reliability, security, development community, etc.).

Link: https://eprolangs.blogspot.ch/2016/11/overview-of-efficient-programming.html

16
3D-Tech News Around The Web / Re: (Shadertoy) Fast Fish
« on: November 24, 2016, 05:44:04 PM »

17
English forum / Shadertoy Multipass Demopack
« on: November 24, 2016, 05:43:08 PM »
I finally released the demopack with Shadertoy multipass demos for GeeXLab  :P

The demopack is available in the gl-21/shadertoy-multipass/ folder of the code sample pack.

Complete story + all useful links:
http://www.geeks3d.com/20161124/shadertoy-multipass-demopack-for-geexlab/


18
English forum / Rendering real time 3D on RGB LED Matrix Panel with GeeXLab
« on: November 21, 2016, 05:09:24 PM »
First article: Adafruit 32×32 RGB LED Matrix Panel unboxing

Quote
I’m starting a series of articles about how to render real time 2D/3D graphics on RGB LED matrix panels with a Raspberry Pi. Even if the resolution of graphics is very low (32×32 pixels for a 32×32 LED display), drawing 3D stuff on that kind of display is very cool!

Link: http://www.geeks3d.com/20161121/adafruit-32x32-rgb-led-matrix-panel-4mm-pitch-unboxing/


19
3D-Tech News Around The Web / globjects 1.0.0 released
« on: November 21, 2016, 04:52:25 PM »
CG Internals releasedglobjects version 1.0.0. globjects is a cross-platform, object-oriented open source library for the OpenGL API. It facilitates a modern, less cluttered, and less error-prone use of the OpenGL API: e.g., it reduces the amount of OpenGL code required for rendering and facilitates coherent OpenGL use by means of a type-safe abstraction layer based on glbinding and OpenGL Mathematics (GLM). Common rendering processes are automated and missing features of specific OpenGL drivers are partially simulated or emulated at run-time.

OpenGL uses the concept of states (e.g., point size, rasterization state) and objects (e.g., textures and shaders) by design. Since OpenGL is a C API, objects are referenced classically using handles. globjects replaces these handles with classes for each object and exposes their associated OpenGL functions and provides additional tools for convenience. For example, a globjects texture encapsulates OpenGL texture creation, initialization, modification, and deletion, as well as a default texture setup.

Code snippet:
Code: [Select]
auto program = new globjects::Program();

program->attach(
  globjects::Shader::fromString(GL_VERTEX_SHADER, vertexShaderSource),
  globjects::Shader::fromString(GL_FRAGMENT_SHADER, fragmentShaderSource));

program->setUniform("extent", glm::vec2(1.0f, 0.5f)));

globjects can be used in rendering frameworks and engines as a rendering API wrapper for ease of use. Furthermore, it is well suited for learning OpenGL and its concepts as it communicates modern OpenGL (and automatically uses fallback implementations within unified interfaces).

Links:
- Press release
- globjects @ github

20
3D-Tech News Around The Web / Re: NVIDIA Inspector - Version 1.9.7.8
« on: November 19, 2016, 02:59:57 PM »

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