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Messages - JeGX

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Geeks3D's GPU Tools / GPU Shark released
« on: September 09, 2016, 12:26:59 PM »

3D-Tech News Around The Web / Analysis of Zepto Ransomware
« on: September 08, 2016, 09:08:45 PM »
Zepto ransomware is a relatively new player in the ransomware scene, and it’s closely related to the infamous Locky ransomware. Taking a closer look at Zepto’s code, we found that the code is pretty much the same as Locky’s code, but it has been slightly modified. The malware authors behind Zepto use the same methods used to spread Locky, and even the infection vector and the TOR payment page are the same, which makes us think that the people behind Locky are now spreading Zepto. The only difference between Locky and Zepto is the ransom demand. Zepto’s demand is much higher than Locky’s, 3 Bicoins (approximately $1,850).

One of the interesting things is the use of a priority file list to determine the order of file encryption according to the type of file. Each file has a weight ranging from 7 to -1. 7 being the highest priority. "*.doc" and "*.odt" have a weight of 5. "wallet.dat" has a weight of 7. "*.3ds" and "*.max" have a weight of 4...

Complete analysis:

3D-Tech News Around The Web / Tabs vs Spaces
« on: September 08, 2016, 08:27:55 PM »
400,000 GitHub repositories parsed (1 billion files, 14 terabytes of code): Spaces or Tabs?

Spaces are preferred in the majority of languages except in C where both are used and in Go where only tabs are used.


The Raspberry Pi Foundation has sold a total of ten million Raspberry Pis over the last four and half years.

To celebrate this milestone, the Raspberry Pi Foundation has created an official starter kit:

Complete story:

3D-Tech News Around The Web / Wireshark 2.2.0 released
« on: September 08, 2016, 04:29:24 PM »
Wireshark is the world's foremost network protocol analyzer. It lets you see what's happening on your network at a microscopic level. It is the de facto (and often de jure) standard across many industries and educational institutions.


v2.2.0 shortlog:;a=shortlog;h=refs/tags/v2.2.0

Security researchers have discovered a sophisticated strain of malware which has shifted across platforms in order to target Mac OS X users.

This week, Kaspersky Lab security experts revealed the existence of Backdoor.OSX.Mokes, an OS X-based variation of the Mokes malware family which was discovered back in January.

According to the team, the malicious code is now able to operate on all major operating systems including Windows, Linux and Mac.

Stefan Ortloff, a researcher with Kaspersky Lab's Global Research and Analysis Team, says the sample which was investigated by the team came unpacked, but he suspects that versions in the wild are packed, just like other OS variants of the malware.

The new strain of malware is written in C++ using the cross-platform application framework Qt, and is linked to OpenSSL.

When executed for the first time, the malicious code copies itself to a variety of system library locations, hiding away in folders belonging to apps and services including Skype, Google, Firefox and the App Store. Mokes then tampers with the PC to achieve persistence and connects to the C&C server using HTTP on TCP port 80.


3D-Tech News Around The Web / New IBM Servers with NVIDIA Tesla P100 GPUs
« on: September 08, 2016, 04:13:03 PM »
Data center workloads are changing. Not long ago these systems were primarily used to handle storage and serve up web pages, but now they’re increasingly tasked with AI workloads like understanding speech, text, images and video or analyzing big data for insights.

Billions of consumers want instant answers to a multitude of questions, while enterprise companies want to analyze mountains of data to better serve their customers’ needs. Where do those answers come from? Data centers.

As a leader in server systems, IBM saw this trend coming several years ago, and partnered with us to accelerate new data center workloads. After four years of development, IBM today introduced its Power System S822LC for High Performance Computing powered by NVIDIA Tesla P100 GPUs and NVLink to facilitate high-performance analytics and enable deep learning on ever increasing mountains of data.


Just tested the OpenCL Julia4D GPU demo and it works fine on Windows 10 64-bit build 14393 (v1607) on an Intel HD Graphics 530 (Skylake).
Maybe you have an issue with the Kabylake.

Note: I tested the demo with latest Intel driver for HSW, BDW and SKL.

What is USD?

Pipelines capable of producing computer graphics films and games typically generate, store, and transmit great quantities of 3D data, which we call "scene description".  Each of many cooperating applications in the pipeline  (modeling, shading, animation, lighting, fx, rendering) typically has its own special form of scene description tailored to the specific needs and workflows of the application, and neither readable nor editable by any other application.   Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets.

USD provides for interchange of elemental assets (e.g. models) or animations.  But unlike other interchange packages, USD also enables assembly and organization of any number of assets into virtual sets, scenes, and shots, transmit them from application to application, and non-destructively edit them (as overrides), with a single, consistent API, in a single scenegraph.  USD provides a rich toolset for reading, writing, editing, and rapidly previewing 3D geometry and shading.  In addition, because USD's core scenegraph and "composition engine" are agnostic of 3D, USD can be extended in a maintainable way to encode and compose data in other domains.

- USD homepage
- USD source code @ Github
- Real-Time Graphics in Pixar Film Production @ SIGGRAPH 2016

Big Pictures / BigPiX: new blog for big pictures
« on: September 05, 2016, 07:11:29 PM »
I just launched a new blog focused on big pictures only:

FHD / QHD monitors recommended!

GeeXLab - english forum / Re: Raspberry PI BOLD font
« on: September 05, 2016, 07:05:32 PM »
Super, you're a genius!

cuurently, the only ways to bypass the window size defined in the XML are: command line or init0.xml.

Command line:
Code: [Select]
geexlab /width=1024 /height=400

Code: [Select]

Let me know if that helps.

You can retrieve the command line in a script with:

Code: [Select]
command_line = gh_utils.get_command_line()

Once you have the command_line, just parse it with Lua/Python string functions to extract parameters.

gh_texture.update_gpu_memory_from_file() should work on RPi. The parameters are:

Code: [Select]
gh_texture.update_gpu_memory_from_file(texture_id, image_filename, is_abs_path)

texture_id is the id of an existing texture (created for example with gh_texture.create_2d() or with gh_texture.create_from_file()). And the new texture you want to upload must have the same dimensions than the existing texture.

To kill a texture just use:
Code: [Select]

What I should add to GeeXLab is a function to load a texture in the CPU memory only. Then later, with another function you can upload this CPU texture into GPU memory. I will try to add these functions asap.

3D-Tech News Around The Web / NVIDIA VR Funhouse updated with mods support
« on: September 01, 2016, 04:15:05 PM »
With our latest update, VR Funhouse now supports mods, giving the community an incredible sandbox of possibilities for fun in VR.  Now you can play, create, play again and even share your VR creations with the world.

Swap out your shooting gallery pistol for a Tommy gun, whack the moles while their hair is on fire, or build your favorite mini-game in VR.  With VR Funhouse mods the possibilities are endless.

- NVIDIA blog post
- VR Funhouse @ steam
- VR Funhouse workshop @ steam
- VR Funhouse source code @ github (an account validated by NVIDIA is required).

I played with RPi transparency long time ago  :P

Ok... do you output the right alpha value in the pixel shader? According to what I wrote in the article, if rpi_alpha_flag="0", you should control the opacity with the alpha value generated by the pixel shader.

3D-Tech News Around The Web / Vulkan API specifications 1.0.25 released
« on: August 29, 2016, 08:34:36 AM »

* Bump API patch number and header version number to 25 for this update.
  * Structurally change the specification so that multiple extensions are
    included in the +1.0+ git branch, and specifications will include or not
    include those extensions at build time based on options passed to the
    Makefile. See +doc/specs/vulkan/README.html+ and the ``Layers and
    Extensions'' section of the ``Vulkan Documentation and Extensions''
    document for more information on this change.
  * Register and publish new extensions in the single-branch form:
  ** +VK_NV_external_memory_capabilities+
  ** +VK_NV_external_memory+
  ** +VK_NV_external_memory_win32+
  ** +VK_NV_win32_keyed_mutex+

Github Issues:

  * Clarify description of GetInstanceProcAddr and GetDeviceProcAddr (public
    issue 212).
  * Add SPIR-V <<textures-operation-validation, instruction validation>> for
    single-sampled images (public issue 316).
  * Fix spelling of ``tesselation'' in a few places and note it as an
    exception to the American spelling rules convention (public issue
  * Fix Makefile to create output directory for ``styleguide''
    target (public issue 329).
  * Fix numerous minor issues with incorrectly tags on enumerant names and
    table titles (public issue 330).
  * Generate specversion.txt date in UTC time and RFC 2822 format
    (public issue 335).
  * Convert link to the SPIR-V Specification for
    flink:VkShaderModuleCreateInfo into an internal link to the normative
    reference (public issue 336).
  * Add ename:VK_ERROR_OUT_OF_MEMORY error code to
    flink:vkCreateDebugReportCallbackEXT (public issue 337).

Internal Issues:

  * Update style guide regarding use of code:NULL and dname:VK_NULL_HANDLE
    (internal issue 393).
  * Change the definition of latexmath:[$q$] in the
    <<textures-image-level-selection,texture image level selection>> section
    to be the index of the maximum defined level for the view, not the
    number of levels in the view (internal issue 406).
  * Allow developers to override dname:VK_DEFINE_NON_DISPATCHABLE_HANDLE
    with their own binary-compatible definition (internal issue 439).
  * Fix +vk_platform.h+ conditional logic causing compile failure with some
    Android compilers (internal issue 441).
  * Implement the single-branch model as described above (internal issue


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