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Messages - JeGX

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English forum / Re: Faulty OBJ Loading
« on: May 07, 2015, 08:27:24 AM »
MERCI for the bug-report!

Indeed the OBJ loader was broken. I fixed it and the new version will be available with the new GLSL Hacker

English forum / Re: Fixes for MadShaders 0.4.0
« on: April 14, 2015, 09:52:57 AM »
Thanks for your contribution!

I will update the Windows version of MadShaders asap with your batch file.

The am_i_dreaming_gl2.xml demo is not listed in the main interface and I even forget it. Anyway, I fixed it.

Geeks3D's GPU Tools / Re: Gputest 0.7.0 does not recognize SLI
« on: April 14, 2015, 09:47:13 AM »
I will release a major update of GpuTest shortly, and I'll check the SLI support at this moment.

FurMark, GPU Caps Viewer and GPU Shark have been to fix a crash that occurred during the initialization routine on virtual machines like VirtualBox or VMware. Latest versions of these GPU tools can be found here:

- FurMark

- GPU Caps Viewer

- GPU Shark

3D-Tech News Around The Web / PS4 Should Support Vulkan
« on: April 01, 2015, 07:59:30 AM »
According to Wardell, Sony’s current API is much low level compared to Mantle and even Vulkan but they should look into adding Vulkan support for the console as it will reduce a lot of developer overhead for cross platform development.

“What I was referencing at the time was Vulkan. We’re part of the Khronos Group and now it depends who you talk to at Sony and this gets in to a debate. Sony has a very low-level API already for the PlayStation 4. The problem I have with it is that if you want to make use for it you’re writing some very specific code just for the PlayStation 4. And in the real world people don’t do that right. I write code generally to be as cross-platform as I can.”


3D-Tech News Around The Web / Clustered Shading demo links
« on: March 27, 2015, 05:15:39 PM »

English forum / GLSL Hacker available
« on: March 27, 2015, 04:40:23 PM »
I just uploaded a new version of GLSL Hacker that brings minors bugfixes. The version is available for all platforms: Windows 64-bit, Linux 64-bit, Mac OSX and Raspberry Pi.

All demos for the Raspberry Pi are now in the official code sample pack in the opengl_es_20/ sub-folder .



The rasterization rendering technique is surely the most commonly used technique to render images of 3D scenes, and yet, that is probably the least understood and the least properly documented technique of all (especially compared to ray-tracing).

Why this is so, depends on different factors. First, it's a technique from the past. We don't mean to say the technique is obsolete, quite the contrary, but that most of the techniques that are used to produce an image with this algorithm, were developed somewhere between the 1960s and the early 1980s. In the world of computer graphics, this is middle-ages and the knowledge about the papers in which these techniques were developed tends to be lost. Rasterization is also the technique used by GPUs to produce 3D graphics. Hardware technology changed a lot since GPUs were first invented, but the fondamental techniques they implement to produce images haven't changed much since the early 1980s (the hardware changed, but the underlying pipeline by which an image is formed hasn't). In fact these techniques are so fondamental and consequently so deeply integrated within the hardware architecture, that no one pays attention to them anymore (only people designing GPUs can tell what they really do, and this is far from being a trivial task; but designing a GPU and understanding the principle of the rasterization algorithm are two different things; thus explaining the latter should actually not be that hard!).

Regardless, we thought it was urgent and important to correct this situation. With this lesson, we believe to be the first ressource that provides a clear and complete picture of the algorithm as well as a complete and full practical implementation of the technique. If you found in this lesson the answers you have been desperately looking for anywhere else, please consider making a donation! This work is provided to you for free and requires many hours of hard work.


3D-Tech News Around The Web / C++11 in CUDA: Variadic Templates
« on: March 27, 2015, 11:16:10 AM »
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 my post “The Power of C++11 in CUDA 7” I covered some of the major new features of C++11, such as lambda functions, range-based for loops, and automatic type deduction (auto). In this post, I’ll cover variadic templates.


In parallel to Khronos defining OpenGL ES 3.0, there was an effort to develop an industry-leading compression format that provided developers with finer grained control. This resulted in the mid-2012 launch of the ASTC texture compression format. The key to ASTC is that while it uses a fixed 128 bits-per-block, each texture can have a different size block fit in those 128 bits, unlike the fixed 4x4 block of prior formats. Leveraging a large variety of square and non-square block sizes, ASTC delivers a wide range of derived compression ratios, scaling from 8bpp down to just under 1bpp.


Hardware supporting ASTC has achieved sufficient enough market share that developers should seriously consider how to leverage it in their titles: to improve quality, decrease storage size, or both. This is especially true in titles that require a high enough level of graphics hardware such that ASTC is a given.


Maybe some people have already Pascal based experimental graphics cards... Or this article is intented to be read in several months only  ;D

EMERYVILLE, CA – (March 23rd, 2015) Pixar Animation Studios today released its Academy Award®-winning RenderMan software for non-commercial use. Free Non-Commercial RenderMan can be used for research, education, evaluation, plug-in development, and any personal projects that do not generate commercial profits. Free Non-Commercial RenderMan is also fully featured, without watermark, time limits, or other user limitations.

Featuring Pixar’s new RIS technology, RenderMan delivers extremely fast global illumination and interactive shading and lighting for artists. Currently in use at many studios, RIS is fast, robust, and changing how movies are made.  Today, exactly the same technology is available to all users of Non-Commercial RenderMan.

In conjunction with the release, Pixar has also launched a new RenderMan Community site where users can exchange knowledge and resources, showcase their own work, share assets such as shaders and scripts, and learn about RenderMan from tutorials created by the best in the community. The RenderMan Community site is an example of Pixar’s ongoing commitment to making the film industries finest rendering tools accessible to anyone working in visual effects, animation, and visualization.

“The latest release of RenderMan is a technological reinvention. It’s the result of focused research and development at both Pixar and Disney, and these advancements are now freely available to the visual effects and animation community through Non-Commercial RenderMan.” said Dr Ed Catmull, President of Pixar and Walt Disney Animation Studios, and also one of the founders of the original RenderMan architecture. “We look forward to seeing what our users create.”

"We’ve recently begun to see some final images for ‘Finding Dory.’  It’s our first feature using RenderMan’s RIS technology… and it’s just unbelievable,” said Andrew Stanton, Director, “Finding Dory.” “RIS has opened so many new creative possibilities for us; we’re creating images that were previously impossible for us to achieve. It really is looking spectacular.”

Those interested in exploring Free Non-Commercial RenderMan are invited to go to the RenderMan website and download a copy.

Availability & Compatibility

RenderMan is compatible with the following 64-bit operating systems: Mac OS 10.9, 10.8 and 10.7, Windows 8 and 7, and Linux glibc 2.12 or higher and gcc 4.4.5 and higher. RenderMan is compatible with versions 2013.5, 2014, and 2015 of Autodesk’s Maya, and with versions 1.5, 1.6, and 2.0 of The Foundry’s KATANA. RenderMan is available commercially as individual licenses with volume discounts or through custom site licensing packages tailored for each customer. In addition, Pixar’s annual maintenance program provides access to ongoing support and free upgrades. For more information please visit or contact


Renderman homepage:

A presentation during the TokyoDemoFest 2015 about writing a practical rendering system on a GPU only with GLSL.

138-page PDF presentation:

Microsoft Corp is making its biggest push into the heavily pirated Chinese consumer computing market this summer by offering free upgrades to Windows 10 to all Windows users, regardless of whether they are running genuine copies of the software.

The move is an unprecedented attempt by Microsoft to get legitimate versions of its software onto machines of the hundreds of millions of Windows users in China. Recent studies show that three-quarters of all PC software is not properly licensed there.

Full story:



 Unlike the competition, Intel’s shader hardware has a full set of registers dedicated to each hardware thread. The red and green team each lose thread occupancy if a shader has a lot of register pressure, but not the blue team, they just exploit their ridiculous process advantage and pack the little suckers in, and then stop worrying about it. Our shader has quite a bit of register pressure in it, but that doesn’t hurt Intel’s concurrency one bit. Their enormous register file functions as a big on-chip buffer.


Even though it is possible to implement geometry shaders efficiently, the fact that two of the three vendors don’t do it that way means that the GS is not a practical choice for production use. It should be avoided wherever possible.

It is flawed, in that it injects a serialized, high bandwidth operation into an already serialized part of the pipeline. It requires a lot of per-thread storage. It is clearly a very unnatural fit for wide SIMD machines. However, this little exercise has made me wonder if it can’t be redeemed by spreading a single instance across multiple warps/wavefronts, squeezing ILP out of a DLP architecture. Perhaps I’ll try and write a compute shader that does this.

Complete story:

English forum / GLSL Hacker for Raspberry Pi : Shadow Mapping
« on: March 17, 2015, 06:42:53 PM »
A shadow mapping test:

The utlimate dev-station for deep learning and other heavy computing tasks:

English forum / GLSL Hacker for Raspberry Pi - Particles rendering
« on: March 17, 2015, 05:46:44 PM »
A particle test: 10'000 particles rendered at 38 FPS

And another test, this time with 100k particles: 7 FPS!

English forum / GLSL Hacker for Raspberry Pi - GLSL Sandbox demo
« on: March 17, 2015, 05:26:45 PM »
A demo from GLSL Sandbox:

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