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Messages - JeGX

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21
3D-Tech News Around The Web / Normal generation in the pixel shader (GLSL)
« on: February 16, 2015, 01:39:47 PM »
Quote
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.

Link: http://www.enkisoftware.com/devlogpost-20150131-1-Normal_generation_in_the_pixel_shader.html

22
3D-Tech News Around The Web / Keep a CHANGELOG
« on: February 16, 2015, 11:35:17 AM »
Quote
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.

Link: http://keepachangelog.com/

23
Some examples:

Quote
-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: http://fuckingclangwarnings.com

24
English forum / Re: Could not connect to server (04)
« on: February 12, 2015, 09:32:51 AM »
In recent versions of GLSL Hacker, I disabled the internal TCP/IP server used for remote live coding.

To enabled it, start GLSL Hacker in command line with /start_tcpip_server:

Code: [Select]
GLSLHacker /start_tcpip_server

26
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.

Quote
-  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)

Links:
- DEMO
- Homepage
- Source code @ GitHub
 

27
GpuTest / Re: How To Use FurMark Test?
« on: January 13, 2015, 10:45:18 PM »
FurMark is essentially a GPU burner. If you can run FurMark for 30min without any issue, then you system is ok (read there's no thermal problem with your GPU). The FurMark module of GpuTest is slightly different from the original FurMark (http://ozone3d.net/benchmarks/fur/).

Try to burn you GPU with the original FurMark and check the Preset:1080 score to see if your GPU runs properly.
A list of Preset:1080 scores can be found here:
http://www.geeks3d.com/20120413/furmark-opengl-benchmark-scores-comparative-charts/

Hope that helps.


28
Quote
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: http://devblogs.nvidia.com/parallelforall/cuda-7-release-candidate-feature-overview/

29
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

Links:
- 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!

30
3D-Tech News Around The Web / ATLAS C++ coding guidelines (LHC / CERN)
« on: January 12, 2015, 05:17:42 PM »
Quote
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.

Links:
- ATLAS C++ coding guidelines
- ATLAS  Experiment

31
Quote
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.

Links:
- Github: https://github.com/tunabrain/tungsten
- Article: http://noobody.org/tungsten.html

32
English forum / Re: Problem Launching GLSL Hacker
« on: December 26, 2014, 09:40:11 AM »
There is a bug with the PhysX 3 plugin that prevents GLSL Hacker from starting in some cases. Two solutions:

1 - try to install the latest PhysX runtimes:
     http://www.nvidia.com/object/physx-9.14.0702-driver.html

2 - if the PhysX runtimes do not fix the problem, just delete the PhysX plugin in the plugins folder:
     plugins/plugin_gxl3d_physx3_x64.dll

Let me know.
   

33
General Discussion / Re: Real core clock
« on: December 04, 2014, 09:10:07 PM »
Yes GPU Shark shows the real clock speed in the current Pstate section (in blue).

34
General Discussion / Re: Real core clock
« on: December 03, 2014, 01:42:30 PM »
There is GPU Shark, based more or less on the same GPU monitoring code than FurMark, that displays all you need:

http://www.geeks3d.com/20141110/gpu-shark-0-9-2-videocard-monitoring-utility-geforce-radeon/

35
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:

http://www.geeks3d.com/20141121/gl-z-opengl-information-utility-extensions-viewer-for-windows-linux-and-os-x/




36
Quote
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.



Links:
- Press release: http://www.eizoglobal.com/press/releases/htmls/ev2730q.html
- Home page: http://www.eizoglobal.com/products/flexscan/ev2730q/index.html


37
3D-Tech News Around The Web / C++11/14/17 Features In VS 2015 Preview
« on: November 20, 2014, 01:54:01 PM »
Quote
Visual Studio 2015 Preview is now available, so here's an updated feature table for the Core Language:

Link: http://blogs.msdn.com/b/vcblog/archive/2014/11/17/c-11-14-17-features-in-vs-2015-preview.aspx

38
Quote
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.

Link: http://devblogs.nvidia.com/parallelforall/interactive-supercomputing-in-situ-visualization-tesla-gpus/

39
3D-Tech News Around The Web / NVIDIA MFAA tested on GTX 980
« on: November 19, 2014, 10:34:03 AM »
Quote
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.

Link: http://www.pcper.com/reviews/Graphics-Cards/NVIDIA-Multi-Frame-Sampled-Anti-Aliasing-MFAA-Tested-GTX-980/

40
Quote
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.

Links:

- http://www.asus.com/Commercial_Servers_Workstations/ESC8000_G3/

- http://fireuser.com/images/downloads/AMD-FirePro-and-Asus-ESC8000-G3-datasheet.pdf

- http://fireuser.com/blog/asus_esc8000_g3_server_can_hold_up_to_8_amd_firepro_9150_s-series_gpus/

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