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Messages - JeGX

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thanks stefan!

Added in the download zone: OpenGL Extensions Viewer

Same OpenGL 4.6 and Vulkan 1.1.70 support than Adrenalin 18.4.1

Same OpenGL 4.6 (406 extensions) and Vulkan 1.1.70 support than 397.31.

3D-Tech News Around The Web / Scalable GPU Fluid Simulation
« on: May 23, 2018, 05:24:51 PM »
Let’s take a look at how to efficiently implement a particle based fluid simulation for real time rendering. We will be running a Smooth Particle Hydrodynamics (SPH) simulation on the GPU. This post is intended for experienced developers and provide the general steps of implementation. It is not a step-by step tutorial, but rather introducing algorithms, data structures, ideas and optimization tips. There are multiple parts I will write about: computing SPH, N-body simulation, dynamic hashed grid acceleration structure.


mud is an all-purpose c++ app prototyping library, focused towards live graphical apps and games.
mud contains all the essential building blocks to develop lean c++ apps from scratch, providing reflection and low level generic algorithms, an immediate ui paradigm, and an immediate minimalistic and flexible graphics renderer.

In essence, mud aims to be the quickest and simplest way to prototype a c++ graphical application: it provides facilities which, in retrospect, you will never want to build an application without. It handles the problem of the code you don't want to write, and should not have to write, whenever prototyping an app. As such the core principle in mud is : don't repeat yourself, and we take this aim very seriously. We also believe it's a principle that is way too often disregarded.


This work has been presented at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2018 on 15th of May 2018.

Compositing transparent surfaces rendered in an arbitrary order requires techniques for order-independent transparency. Each surface color needs to be multiplied by the appropriate transmittance to the eye to incorporate occlusion. Building upon moment shadow mapping, we present a moment-based method for compact storage and fast reconstruction of this depth-dependent function per pixel. We work with the logarithm of the transmittance such that the function may be accumulated additively rather than multiplicatively. Then an additive rendering pass for all transparent surfaces yields moments. Moment-based reconstruction algorithms provide approximations to the original function, which are used for compositing in a second additive pass. We utilize existing algorithms with four or six power moments and develop new algorithms using eight power moments or up to four trigonometric moments. The resulting techniques are completely order-independent, work well for participating media as well as transparent surfaces and come in many variants providing different tradeoffs. We also utilize the same approach for the closely related problem of computing shadows for transparent surfaces.

- whitepaper
- code
- source

GeeXLab - english forum / Re: (WIP) Bullet Physics
« on: May 18, 2018, 04:14:18 PM »
New screenshots. One nice thing in Bullet Physics is the support of cylinder-shaped rigid body which is not supported in PhysX.

GeeXLab - english forum / (WIP) Bullet Physics
« on: May 17, 2018, 01:57:48 PM »
I started a minimal integration of Bullet Physics in GeeXLab in order to have an alternative to NVIDIA PhysX. Currently only rigid body collisions are supported. Bullet3 support will be available in GeeXLab 0.25+.

Geeks3D's GPU Tools / Re: GPU Caps Viewer released
« on: May 16, 2018, 03:04:24 PM »
TEST TEST and TEST before shipping any piece of code!!!
Go back home GPU Shark, I will fix your face!
Thanks Stefan  ;)

If you are a software developer working in the video game industry and wondering what else you could do to improve the quality of your product or make the development process easier and you don't use static analysis – it's just the right time to start doing so. You doubt that? OK, I'll try to convince you. And if you are just looking to see what coding mistakes are common with video-game and game-engine developers, then you're, again, at the right place: I have picked the most interesting ones for you.


This collection of samples act as an introduction to DirectX Raytracing (DXR). The samples are divided into tutorials and advanced samples. Each tutorial sample introduces a few new DXR concepts. Advanced samples demonstrate more complex techniques and applications of raytracing. We will be adding more samples in the coming future, so check back. In addition, you can find more DXR samples tutorials at Nvidia's DXR samples Github.

The samples are implemented using both DXR and D3D12 Raytracing Fallback Layer APIs. This is purely for demonstration purposes to show API differences. Real-world applications will implement only one or the other. The Fallback Layer uses DXR if a driver and OS supports it. Otherwise, it falls back to the compute pipeline to emulate raytracing. Developers aiming for wider HW support should target the Fallback Layer.


The Khronos OpenCL working group has today released a maintenance update to OpenCL 2.2. Maintenance updates are an essential part of improving the overall health of any open standard. In this recent maintenance update from OpenCL, the working group consolidated 30+ bug fixes and clarifications to make the specification more precisely defined and more easily understood - all while maintaining backwards compatibility for existing applications.


Geeks3D's GPU Tools / GPU Caps Viewer released
« on: May 15, 2018, 11:39:37 AM »
GPU Caps Viewer is available.

Release notes and downloads:

Version - 2018.05.15
+ added command line option to disable log file: /no_logfile
+ added minimal high-DPI support. GPU Caps Viewer is no
  longer scaled (blurry effect) with high DPI systems.
+ added NVIDIA TITAN V and Quadro GV100.
+ added AMD Radeon RX Vega 11, Vega 8 GPUs.
! the report file name now contains the report date and time
  (ex: _report_20180515.093517.txt). A new command line
  param allows to control this feature: /append_timestamp_to_report=0|1
* fixed a bug in the report export via command line.
! updated a bit the OpenGL panel.
! updated Intel GPUs information.
! updated: GPU Shark
! updated with latest GeeXLab SDK libs.
! recompiled with latest Vulkan API headers (v1.1.70).
! updated: ZoomGPU 1.21.7 (GPU monitoring library).

A new small demo is available that shows a wireframe shader based on geometry shader.



DOWNLOADS  |  Full changelog  |  Reference Guide | Newsletter

GeeXLab has been released for Windows and Linux platforms. This new version improves the error management for Lua and Python. The log file has been simplified and cleaned. The SQLite3 engine is now embedded in GeeXLab core and the  SQLite3 plugin (plugin_gxc_sqlite3_xxx.yyy) has been removed.

The changelog:
Version - 2018.05.14
! improved gh_imgui.window_begin() robusteness when
  window name is null (nil in Lua or None in Python).
! moved the SQLite3 engine in GeeXLab core libraries. The 
  plugin_gxc_sqlite3 is no longer required to use
  gh_sqlite3 functions.

Version - 2018.05.13
+ added create_scene_v2() and actor_enable_ccd() to gh_physx3 lib (lua, python).
! updated: the log file is now cleared at each demo loading when you keep
  GeeXLab opened between each demo.
* fixed a minor bug in the scripting error management (in cases of runtime errors,
  GeeXLab returned to OS even with the previous bugfix).

Version - 2018.05.13
! simplified the error management during initialization of a demo:
  a red screen is displayed (error traces are still in log files).
+ added new trace header type (2) and new command line option
  for that: /traces_header_type=x. Type 2 is now the default header type.
* [WINDOWS] fixed a minor bug in the window management in multithreading mode
  when a scripting error is detected. GeeXLab no longer exits to Windows.

GeeXLab - english forum / Newsletter
« on: May 11, 2018, 06:28:00 PM »
If you wish to receive directly in your inbox the latest news about GeeXLab's world, I added a new section for that purpose: Newsletter.
Don't be afraid to subscribe, I won't flood nor spam your inbox. Time to time (depending on the release rate of GeeXLab or demos), I will write a newsletter that will sum up the latest news: links to new versions of GeeXLab (with explanations about the changes), links news demos or programming articles.


DOWNLOADS  |  Full changelog  |  Reference Guide

I just uploaded GeeXLab for Windows and Linux platforms. This new version fixes several bugs in the Vulkan plugin including one rather annoying: the Vulkan plugin was not loaded for a Vulkan demo  :(

I added some missing functions to the gh_sqlite3 library like db_get_column_name().

And did you notice the new newsletter section on GeeXLab website ?

The changelog:
Version - 2018.05.11
+ added vk_get_feature_state(), vk_gpu_get_limit_ui32(), vk_gpu_get_limit_f32(),
  vk_gpu_get_limit_4ui32() and vk_gpu_get_limit_4f32() to gh_renderer lib (lua, python).
* Vulkan plugin: fixed swapchain resizing  + other minor bugs.
* [WINDOWS / LINUX] bugfix: the Vulkan plugin was not loaded for a Vulkan demo.
+ added get_face_normal() to gh_mesh lib (lua, python).
+ SQLite3 plugin: added db_open_v2(), db_enable_extended_result_codes(), db_get_extended_errcode(),
  db_get_errcode(), db_get_last_insert_rowid(), db_get_column_name()
  and db_column_get_text() to gh_sqlite3 lib (lua, python).

Download links:
- desktop > win10 64-bit
- desktop > win7/win8 64-bit
- notebook > win10 64-bit

GeForce 397.64 adds support for Microsoft Surface Books.

Same OpenGL and Vulkan support than previous 397.31.

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