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Messages - JeGX

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General Discussion / Re: 3D Algorithms
« on: November 16, 2014, 11:58:34 AM »
Thanks fro your links. I updated the subject of your topic to be more relevant.

English forum / GLSL Hacker Blog
« on: November 14, 2014, 07:49:58 PM »

3D-Tech News Around The Web / Re: NVIDIA Apollo 11 Demo for Maxwell GPUs
« on: November 12, 2014, 12:09:15 PM »
This requires a GM204 GPU (GTX 980/970) due to the use of the following features: Viewport Multicast, Conservative Raster and Tiled Resources.

In traditional computer graphics, a light contributes diffuse and specular illumination to any surface that has an unobstructed ray to that light.  The images resulting from this technique are characteristically black in unlit regions because this over-simplification fails to account for light reflected from other surfaces in the scene.

To improve visuals, most games describe indirect illumination by pre-computing lighting and storing the result statically in vertex data or textures.  The results can look very realistic if the scene remains static, but we want to be able to open doors, move lights, and tear down walls.  Clearly games would benefit greatly if we could create a "global illumination" solution that computes direct and indirect lighting in real time.

NVIDIA's VXGI computes indirect light by rendering the scene's lit geometry into a 3D voxel grid, then using that grid as an acceleration structure for computing indirect diffuse light and reflections.  Indirect diffuse light is calculated by tracing broad cones through the voxel grid in the direction of the surface normal and accumulating the light from those voxels.  Reflections are likewise calculated by tracing through the voxel grid in the direction of the reflection vector.

This new technique is made possible from several new features of GeForce GTX 980 including:

"Viewport Multicast" :
  Accelerates the rendering of each triangle into the voxel structure(s)
  by broadcasting it to the 6 directional render targets rather than
  duplicating data.

"Conservative Raster" :
  Ensures that each triangle in a voxel's space can contribute to that
  voxel even if the triangle does not cross that voxel's sample point.

"Tiled Resources" :
  Permits us to create a high resolution 3D Texture but only allocate
  memory for those regions that are occupied by voxels.

NVIDIA can now employ Voxelized Global Illumination on Geforce GTX 980 to test the validity of the alleged moon landing media.

3D-Tech News Around The Web / NVIDIA Apollo 11 Demo for Maxwell GPUs
« on: November 11, 2014, 05:55:37 PM »
It was the peak of the Cold War, and President John F Kennedy responded to years of Russian dominance in space by committing that we would take a man to the moon and back again. With the Apollo 11 mission, that oath was fullfilled.

Or was it?

There are conspiracy theorists who believe that the photos are forgeries because of inconsistencies in the lighting. Why can Buzz Aldrin be seen when he is in a shadow? Why aren’t there any stars? Did we just see a studio light?

Powered by NVIDIA Maxwell™ GPU architecture and Epic’s UE4 and using NVIDIA’s Voxel Global Illumination (or VXGI) we explore the Apollo 11 landing site and put the landmark photo of Buzz Aldrin descending to the moon’s surface to the test.


The new GeForce Game Ready driver, release 344.65 WHQL, includes improvements which allows GeForce owners to continue to have the ultimate gaming platform. In addition, this Game Ready WHQL driver ensures you'll have the best possible gaming experience for Assassin’s Creed: Unity

- Assassin's Creed Unity GeForce Game Ready Driver Available Now

- R344.65 Win7/Win8 64-bit
- R344.65 Win7/Win8 32-bit

- R344.65 Win7/Win8 64-bit
- R344.65 Win7/Win8 32-bit

Big Pictures / MSI Radeon R9 290X Gaming 4G (Ultra Quick Review)
« on: November 10, 2014, 03:06:06 PM »
Better late than never, I received this nice card: the MSI's Radeon R9 290X Gaming 4G. This Radeon is powered by the Hawaii GPU (XT version) and comes with 4GB of GDDR5 and the Twin Frozr IV VGA cooler (I must say that the Twin Frozr IV is absolutely quiet at idle).


GPU Data:

AMD Catalyst 14.9 WHQL:

GPU Caps Viewer:


3D-Tech News Around The Web / State of Linux Gaming
« on: November 10, 2014, 02:43:13 PM »
Sadly, it's pretty clear that if you run these games on Linux your experience isn't going to be as good, and you'll be getting less "gaming value" vs. Windows. We're not talking about a bunch of little indy titles, these are big releases: Borderlands: The Pre-Sequel, Borderlands 2, Tropico 5, XCOM: Enemy Unknown, Sid Meier's Civilization V. My take is the devs doing these ports just aren't doing their best to optimize these releases for Linux and/or OpenGL.

A nice little tidbit from this report: "Unfortunately, Aspyr are currently still unable to provide support for non-Nvidia graphics cards, as with Borderlands 2. This doesn't mean the game won't work if you have an AMD or Intel GPU, but just that you're not guaranteed to receive help from the developer - the current driver situation for non-Nvidia cards may lead to degraded performance." Huh? This is not a good situation.


English forum / Funny Webcam - Discs
« on: November 08, 2014, 03:39:13 PM »
With discs:

English forum / OpenGL 4 Shader Subroutines - Linux + GTX 680 is OK
« on: November 08, 2014, 12:28:36 PM »
Linux Mint 17 64-bit + R331.104 + GTX 680: works fine!

English forum / Funny Webcam - Cubes and Torus
« on: November 07, 2014, 03:40:05 PM »
With cubes:

With torus:

3D-Tech News Around The Web / Transparency (or Translucency) Rendering
« on: November 07, 2014, 01:25:54 PM »
Like many other visual effects, games attempt to mimic transparent (or translucent as it’s often synonymously referred to in the games industry) objects as closely as possible. Real world transparent objects are often modelled in games using a simple set of equations and rules; simplifications are made, and laws of physics are bent, in an attempt to reduce the cost of simulating such a complex phenomenon. For the most part we can get plausible results when rendering semi-transparent objects by ignoring any refraction or light scattering in participating media. In this article we’re going to focus on a few key methods for transparency rendering, discuss the basics and propose some alternatives/optimizations which should be of use to anyone who hasn’t heard them before.

Full article:

English forum / Funny Webcam - Lines
« on: November 07, 2014, 12:47:28 PM »
With some lines:

Over the course of the past few months, we have been re-evaluating our entire approach to image quality in Frostbite. Our overall goal has been to achieve a coherent and cinematic look while simplifying high-quality content creation for our game teams and artists. Moving to physically based rendering (PBR) was the natural way for us to achieve this.

This talk & detailed course notes covers what we’ve learnt during this R&D process and transition that we’ve gone through together with multiple game teams within Electronic Arts – all the different concepts & steps needed to transition a production game engine to PBR, including details that are often bypassed in the literature.

All slides:

English forum / Funny Webcam
« on: November 04, 2014, 12:21:25 PM »
A quick test that mixes geometry instancing and webcam.  Each cube is stretched along z axis according to the value of the texture (the webcam output).  I will put the demo in the code sample pack later.

English forum / GLSL Hacker released
« on: November 03, 2014, 08:19:15 PM »
A new version of GLSL Hacker is available for all platforms (Windows, OS X and Linux).

Complete story is available here:


Code sample pack:

Version - 2014.11.03
+ added new plugin based on FreeType-GL to eaily render true type fonts
 (all gh_utils.ftgl_xxxxxxx() functions).
+ added support of omni-lights shadow mapping with cube shadow maps
  (gh_camera.set_orientation_cubemap(), gh_render_target.create_cubemap(),
+ added support of user clipping planes (gh_renderer.enable_state()/disable_state()).
+ added get_orientation_euler_angles(), get_absolute_orientation_euler_angles(),
  get_orientation_vectors(), get_orientation_vector_z(), get_absolute_orientation_vectors()
  get_absolute_orientation_vector_z() to gh_object lib.
! updated camera orientation. Now a camera's children are correctly oriented.
+ added copy_transform() to gh_object lib.
+ added detection of OS X 10.10 Yosemite.

Acer has launched a new gaming laptop with 4K display.

Main features:
- Intel Core i7-4710HQ
- 16 GB of DDR3 memory
- NVIDIA GeForce GTX 860M
- 256GB SSD + 1TB HDD
- 4K display (3840 x 2160 pixels)


English forum / User clipping planes
« on: November 03, 2014, 04:52:51 PM »
The support of user clipping planes has been added to GLSL Hacker 0.8.0+.  User clipping planes are very easy to use: you need a GLSL program that deals with gl_ClipDistance and you need to enable one of the available user clipping planes with gh_renderer.enable_state("GL_CLIP_DISTANCE0").

A demo is available in the host_api/Clip_Planes/ folder of the code sample pack v2.25.0.

This demo is based on this article:

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