Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - JeGX

Pages: 1 ... 17 18 [19] 20 21 ... 70
3D-Tech News Around The Web / Vulkan API specifications 1.0.34 released
« on: November 25, 2016, 05:51:30 PM »
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).


GeeXLab - 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.


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.


365 is an interactive calculator for matrices.


3D-Tech News Around The Web / A practical guide to securing macOS
« on: November 24, 2016, 05:52:28 PM »
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.


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.).


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

GeeXLab - 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:

First article: Adafruit 32×32 RGB LED Matrix Panel unboxing

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!


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();

  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).

- Press release
- globjects @ github

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

GeeXLab 0.13.0 comes with a new set of functions to deal with all of the LED backlighting and RGB capabilities of Logitech G products.

Thanks to this support, every owner of a Logitech G product can easily control the RGB lighting of its device.

The new set of functions (on Windows only) is available in Lua and Python and the documentation is available here: gh_logiled.


Crimson 16.11.4 + Radeon RX 470 + Win10 64-bit

3D-Tech News Around The Web / Re: (Shadertoy) Fast Fish
« on: November 16, 2016, 09:23:58 PM »
I didn't forget you Stefan, the multipass framework will be released in the next few days  :P

GeeXLab - english forum / GeeXLab released
« on: November 16, 2016, 09:21:31 PM »

Support for 7th Generation Intel® Core™ Processors on Microsoft Windows* and Linux* operating systems

Windows 10 Anniversary Update support

Yocto Project* support
- These processors are supported as target systems when running the Apollo Lake Yocto BSP (other OSes are not supported for these processors): 7th Generation Intel® Pentium® Processor J4000/N4000 and 7th Generation Intel® Celeron Processor J3000/N3000 Series for Desktop
- Offline compiler support with GPU assembly code generation
- Debug OpenCL kernels using the Yocto GPU driver on host targets (6th and 7th Generation Intel® Core Processor)

OpenCL™ 2.1 and SPIR-V* support on Linux* OS
- OpenCL 2.1 development environment with the experimental CPU-only runtime for OpenCL 2.1
- SPIR-V generation support with Intel® Code Builder for OpenCL™ offline compiler and Kernel Development Framework including textual representation of SPIR-V binaries

New analysis features in Kernel Development Framework for Linux* OS
- HW counters support
- Latency analysis on 6th and 7th Generation Intel® Core™ Processors


3D-Tech News Around The Web / NVIDIA GeForce GTX 1080 Ti
« on: November 15, 2016, 03:18:03 PM »
Possible specs:

- GPU: GP102
- CUDA cores: 3328 - between TITAN X (3584 cores) and GTX 1080 (2560 cores)
- Memory: 10GB, 384-bit memory interface, GDDR5 or GDDR5X
- Texture units: 208
- ROPs: 96
- Price: around USD $1000


GeeXLab - english forum / VR is coming to GeeXLab
« on: November 14, 2016, 02:03:46 PM »
Virtual Reality (VR) is coming to GeeXLab. I recently bought a HTC Vive headset and I started a new plugin for GeeXLab based on OpenVR:

3D-Tech News Around The Web / Re: NVIDIA NVFlash 5.328
« on: November 14, 2016, 01:45:10 PM »
actually, nvflash utility is NVIDIA software or third party software?

Good question! According to the number of occurrences of "NVIDIA" or "NVIDIA Corp" in the exe, nvflash is likely developed by NVIDIA. This link says that nvflash is written by NVIDIA.

Pages: 1 ... 17 18 [19] 20 21 ... 70