« on: June 11, 2015, 11:26:03 AM »
NVIDIA's Tom Petersen explaining the demo:
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The June Intelligent Oven uses the Tegra K1 processor to make critical cooking decisions, so you don’t have to.
A DirectX feature level, in contrast, defines the level of support a GPU gives while still supporting the underlying specification. This capability was first introduced in DirectX 11. Microsoft defines a feature level as “a well defined set of GPU functionality. For instance, the 9_1 feature level implements the functionality that was implemented in Microsoft Direct3D 9, which exposes the capabilities of shader models ps_2_x and vs_2_x, while the 11_0 feature level implements the functionality that was implemented in Direct3D 11.”
A 24.8 precision texture interpolator means that there's a maximum of 256 intermediate values possible between two adjacent pixels of a texture. 256 values are a lot for albedo textures for sure, but often in computer graphics textures encode not only surface properties, but they serve as LookUp Tables (LUT), heighfields (for terrain rendering), or who knows what. In those cases, you can find yourself easily lacking more resolution than 256 values between pixels. This article is about why this problem manifests and how it can be easily workarounded. In the image below you can see the difference between a regular GLSL's texture() or texture2D() call which triggers the hardware texture interpolation with its 256 intermediate values and that procudes starcase artifacts versus the correct full floating point texture interpolation which produces the desired smooth results.
// regular texture fetching
vec4 textureBad( sampler2D sam, vec2 uv )
return texture( sam, uv );
// improved bilinear interpolated texture fetch
vec4 textureGood( sampler2D sam, vec2 uv )
vec2 res = textureSize( sam );
vec2 st = uv*res - 0.5;
vec2 iuv = floor( st );
vec2 fuv = fract( st );
vec4 a = texture( sam, (iuv+vec2(0.5,0.5))/res );
vec4 b = texture( sam, (iuv+vec2(1.5,0.5))/res );
vec4 c = texture( sam, (iuv+vec2(0.5,1.5))/res );
vec4 d = texture( sam, (iuv+vec2(1.5,1.5))/res );
return mix( mix( a, b, fuv.x),
mix( c, d, fuv.x), fuv.y );
Graphics card manufacturer XFX has accidentally confirmed on their website that the upcoming AMD Radeon R9 390X is, in fact, a rebranded version of the R9 290X, which launched towards the end of 2013.
On their product page for the XFX Radeon R9 290X Double Dissipation Edition, towards the bottom of the page the company has posted a picture of a box that clearly shows R9 390X branding. The card itself comes with two large fans atop a cooler that includes seven heat pipes, plus the usual selection of display outputs: two DVI, one HDMI, and one DisplayPort.
According to sources on the Beyond3D and 3DCenter forums Nvidia's next-gen Pascal GPU has been taped out. Thus the first of the Pascal architecture chips, known as the GP100, has successfully been prototyped using the TSMC 16nm FinFET Plus process. This is a significant milestone and now engineers will be able to test and tweak the design to ready it for market rollout.
Syber’s Steam Machine series gives gamers more power and more customization than standard video game consoles. Customers can start with the Steam Machine I, which features an Intel Core i3-4160, NVIDIA GeForce GTX 750 1GB, 4GB RAM and 500GB HDD with a starting price of $499. The advanced Steam Machine X features an Intel Core i7-4790K CPU, NVIDIA GeForce GTX 980 graphics, 16GBs RAM and 1TB HDD at $1,419.
Our development for OS X and Linux has been paused in order to focus on delivering a high quality consumer-level VR experience at launch across hardware, software, and content on Windows. We want to get back to development for OS X and Linux but we don’t have a timeline.
A common practice in computer graphics is to pack and compress vertex attributes. It reduces the memory footprint, time to transfer data across the bus from the CPU to the GPU, and GPU memory bandwidth at the cost of extra instructions in the vertex shader. Another benefit may be that there are more attributes than the maximum number of vertex attributes supported.
Synthclipse is based on Eclipse IDE and depends on Eclipse CDT (C/C++ Development Tooling). It pretends that GLSL is just plain C++ code.
SYCL (pronounced ‘sickle’) is a royalty-free, cross-platform abstraction layer that builds on the underlying concepts, portability and efficiency of OpenCL that enables code for heterogeneous processors to be written in a “single-source” style using completely standard C++. SYCL enables single source development where C++ template functions can contain both host and device code to construct complex algorithms that use OpenCL acceleration, and then re-use them throughout their source code on different types of data.
The ClanLib C++ Game SDK has been updated. Key updates since previous release include a path drawing module using CPU/GLSL to render anti-aliased SVG style primitives (including lines). Now fully supports Windows, Mac OS X and Linux. All source has a very liberal zlib style license