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Messages - JeGX

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3D-Tech News Around The Web / Taodyne 3D links
« on: September 19, 2013, 11:00:50 AM »

- 3D movie playback:

- Point clouds for math equations:

- Real-time raytracing:

Et pour les francophones, une petite video sur la réalité virtuelle et son coté philosophique ( zzzz... ):

General Discussion / Re: only ~50 fps in ShaderToyMark before bench
« on: September 14, 2013, 08:16:55 AM »
With latest R326.98, ShaderToyMark runs fine on Win7/Win8 with correct FPS.

Sorry but I don't have anymore a WinXP testbed so I can't tell you if  ShaderToyMark still works or not correctly with XP.
Does your GTX 480 work fine with FurMark (correct FPS, GPU temperature)? If yes, forget your issues with ShaderToyMark.

3D-Tech News Around The Web / This is Linus...
« on: July 15, 2013, 04:34:23 PM »


What the F*CK, guys?

This piece-of-shit commit is marked for stable, but you clearly never
even test-compiled it, did you?

Because on x86-64 (the which is the only place where the patch
matters), I don't see how you could have avoided this honking huge
warning otherwise:

  arch/x86/kernel/traps.c:74:1: warning: braces around scalar
initializer [enabled by default]
   gate_desc idt_table[NR_VECTORS] __page_aligned_data = { { { { 0, 0 } } }, };
  arch/x86/kernel/traps.c:74:1: warning: (near initialization for
‘idt_table[0].offset_low’) [enabled by default]
  arch/x86/kernel/traps.c:74:1: warning: braces around scalar
initializer [enabled by default]
  arch/x86/kernel/traps.c:74:1: warning: (near initialization for
‘idt_table[0].offset_low’) [enabled by default]
  arch/x86/kernel/traps.c:74:1: warning: excess elements in scalar
initializer [enabled by default]
  arch/x86/kernel/traps.c:74:1: warning: (near initialization for
‘idt_table[0].offset_low’) [enabled by default]

and I don't think this is compiler-specific, because that code is
crap. The declaration for gate_desc is very very different for 32-bit
and 64-bit x86 for whatever braindamaged reasons.

Seriously, WTF? I made the mistake of doing multiple merges
back-to-back with the intention of not doing a full allmodconfig build
in between them, and now I have to undo them all because this pull
request was full of unbelievable shit.

And why the hell was this marked for stable even *IF* it hadn't been
complete and utter tripe? It even has a comment in the commit message
about how this probably doesn't matter. So it's doubly crap: it's
*wrong*, and it didn't actually fix anything to begin with.

There aren't enough swear-words in the English language, so now I'll
have to call you perkeleen vittupää just to express my disgust and
frustration with this crap.


WIP and Demos / PhysX 3.3 plugin WIP - cloth module test
« on: July 15, 2013, 12:11:42 PM »
Cloth module of new PhysX 3.3 beta 2 works very fine now.

Cloth simulation running on CPU:

Cloth simulation running on GPU:

Apple’s Macintosh computers are notoriously locked down. In many cases, users can’t even install more RAM or replace a hard drive, let alone swap out a video card or add something extra, like pro audio and video processing hardware.
Frankly, most Mac users don’t care. Apple (rightly) pointed out for years that most customers never upgraded their Macs, so designing for expansion was a waste of space and money. Further, high-speed Thunderbolt ports now allow external add-ons to do some serious work just by plugging in. The days of lazy serial ports are long gone.
But for Mac users who do care, Apple’s Macintosh lineup gets more frustrating with every upgrade cycle – especially now that the venerable Mac Pro is losing its expansion slots (and much more) while assuming the shape of a humidifier.

GpuTest / GpuTest 0.5.0 released
« on: July 12, 2013, 01:10:26 PM »
GpuTest 0.5.0 has been released. More information and downloads are available HERE.

GpuTest / GpuTest 0.5.0 command line params
« on: July 12, 2013, 01:00:58 PM »
GpuTest 0.5.0 new / updated command line parameters:
  • /test=<test_name> where test_name = fur | tess | gi | pixmark_piano | pixmark_volplosion | triangle | plot3d
  • /plot3d_vertex_density=density : specifies the vertex density (density x density vertices) of the mesh grid used in the plot3d demo (default: 330)
  • /debug_log_frame_data : write additional per frame information: frame number, elapsed time, opengl error code in the log file

Example (Windows):
Code: [Select]
start GpuTest.exe /test=plot3d /plot3d_vertex_density=500 /width=1280 /height=720 /benchmark /benchmark_duration_ms=10000

General Discussion / Re: New NV GF driver: performance improved
« on: July 11, 2013, 08:53:23 PM »
Thanks for the result.

I quickly tested with a GTX 660 and here's the result:
- GTX 660 + R320.49 : 315 points (960x540)
- GTX 660 + R306.97 : 336 points (960x540)

In my case, there's no improvement.

General / 3D surface plots
« on: July 03, 2013, 03:03:03 PM »

LibreOffice and AMD are working together to create a faster version of the office suite's spreadsheet that will make use of AMD's GPUs within its Heterogeneous System Architecture (HSA) based Accelerated Processing Units (APUs). The work is only just beginning though and there is no timescale for a production release of the software. AMD is joining the LibreOffice Advisory Board as part of the collaboration, sitting alongside Google, Intel, Red Hat, SUSE and the FSF, among others.
At its core, the aim of the work is to take the formulae of Calc spreadsheets, convert them into OpenCL, compile that OpenCL for the GPU and execute those formulae through the GPU. In a typical PC architecture, this would be rather complex because of the difficulty of feeding a large amount of data to the GPU through small memory apertures, but with AMD's HSA, the CPU and GPU have equal access to memory, resulting in an easier environment in which to GPU accelerate applications.

3D-Tech News Around The Web / Qt 5.1 released
« on: July 03, 2013, 01:57:17 PM »
I’m very happy to announce that Qt 5.1 is now available. It has taken us a little more then 6 months since we released Qt 5.0 end of last year. While we originally planned that Qt 5.1 will mainly focus on bug fixing and stability of Qt 5.0, we have actually achieved a lot more. The release contains a large amount of new functionality in addition to numerous smaller improvements and bug fixes. For more information, please have a look at our Qt 5.1 launch page.

The final version of 2013 will also include a few C99 features. Microsoft has long avoided supporting C99, the major update to C++'s predecessor that was standardized last millennium, claiming that there was little demand for it among Visual Studio users. This was true, but only to a point; it's true that many Windows developers weren't especially interested in C99 because they had no good tooling to support it. Open source developers, however, embraced the update, as it makes C a lot less awkward to work with.

After 2013 is released, a CTP will deliver a bunch more C++11 features, with C++14's generic lambdas and return type deduction likely to be included, along with a selection of C++11 features. The remaining C++11 and C++14 features will be implemented in subsequent releases (as will a couple of C++98 features that Visual Studio doesn't quite get right).

Full story:

3D-Tech News Around The Web / LLVM 3.3 Released
« on: June 21, 2013, 01:59:36 PM »
LLVM 3.3 is also a major milestone for the Clang frontend: it is now fully C++'11 feature complete. At this point, Clang is the only compiler to support the full C++'11 standard, including important C++'11 library features like std::regex. Clang now supports Unicode characters in identifiers, the Clang Static Analyzer supports several new checkers and can perform interprocedural analysis across C++ constructor/destructor boundaries, and Clang even has a nice "C++'11 Migrator" tool to help upgrade code to use C++'11 features and a "Clang Format" tool that plugs into vim and emacs (among others) to auto-format your code.

WIP and Demos / PhysX 3 plugin WIP - SPH Fluids + Mesh collisions
« on: June 11, 2013, 09:23:01 PM »
CPU PhysX SPH fluids: collisions inside a box mesh actor work fine (if the actor is static).

GPU PhysX SPH fluids: collisions inside a mesh actor do not work: particles go throught the box mesh. Weird, because in the previous post with the torus knot, the GPU collisions were properly handled...

WIP and Demos / PhysX 3 plugin WIP - SPH Fluids + Mesh collisions
« on: June 11, 2013, 03:34:16 PM »
SPH fluids + collision with a mesh actor (GPU PhysX)

SPH fluids + collision with a mesh actor (CPU PhysX)

Recently, Intel announced the release of the Intel® SDK for OpenCL Applications 2013 with certified OpenCL* 1.2 support on 3rd and 4th generation Intel® Core™ processors with Intel® Iris Graphics and Intel® HD Graphics family. Visual computing applications like content creation, home movies, music, and personal images will benefit from the value of OpenCL general purpose programmability combined with access to the combined power of the CPU and the hardware acceleration capabilities of Intel® Iris Graphics and Intel® HD Graphics to increase performance and improve battery life.

In fact, with the launch of the 3rd generation Intel® Core™ processors, Intel has made it possible for software developers to heterogeneously program both CPU and Intel HD Graphics through the OpenCL* framework.

This article documents lessons learned while accelerating video processing with OpenCL* on the 3rd generation Intel® Core™ processors. Common video effects in a commercial application were optimized with OpenCL, and then evaluated on Intel® HD Graphics 4000. Using OpenCL, key video effects were sped up by as much as 2.3x, and with further tuning for Intel® HD Graphics 4000, additional performance gains of up to 4.3x were achieved.

Many of the lessons learned and documented in this article are also applicable to the new versions of Intel® Iris Graphics and Intel® HD Graphics family.

3D-Tech News Around The Web / Making WebGL Dance
« on: June 10, 2013, 03:24:41 PM »
Overview of modern 3D graphics in WebGL:

Google Chrome is recommended.

WIP and Demos / PhysX 3 plugin WIP - Particles
« on: June 10, 2013, 01:25:58 PM »
Simple particle system (no particle interaction):

SPH particle system (fluid with particle interaction):

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