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 ... 3 4 [5] 6 7 ... 54
3D-Tech News Around The Web / Vertex Cache Measurement
« on: September 14, 2016, 06:14:08 PM »
Now that DX11 has given us UAVs in all the other shading stages as well, I decided to try the equivalent for the vertex cache. By “Vertex Cache”, I mean the Post-transform vertex re-use cache. That is, the thing which enables us to re-use vertex shading results across duplicated vertices in a mesh.

Using UAVs in a VS, we can use SV_VertexID to do an atomic increment into a buffer containing one counter for each vertex. An atomic inc is necessary here because we don’t actually know what the vertex distribution algorithm is, and we could theoretically process a given vert in more than one VS thread simultaneously. For that matter, HW could simply be duplicating all the verts. We won’t know until we’ve looked at the results. Using this approach, we end up with a buffer telling us the exact number of times that each vert was processed during the draw. From this, we can directly calculate the ACMR (average cache miss ratio) of the mesh.

- article
- github

This code accompanies the research paper "Masked Software Occlusion Culling", and implements an efficient alternative to the hierarchical depth buffer algorithm. Our algorithm decouples depth values and coverage, and operates directly on the hierarchical depth buffer. It lets us efficiently parallelize both coverage computations and hierarchical depth buffer updates.

This code is mainly optimized for the AVX2 instruction set, and some AVX specific instructions are required for best performance. However, we also provide SSE 4.1 and SSE 2 implementations for backwards compatibility. The appropriate implementation will be chosen during run-time based on the CPU's capabilities.

- MaskedOcclusionCulling @ github
- Masked Software Occlusion Culling @Intel

Geeks3D's GPU Tools / FurMark released
« on: September 13, 2016, 03:03:35 PM »
A maintenance release of FurMark is available.

Version - 2016-09-13
+ added command line parameter to enable or disable the dynamic background (/enable_dyn_bkg=1 or
! updated: GPU Shark and GPU-Z 1.11.0.
! updated: ZoomGPU 1.19.3 (GPU monitoring library).


BlazingDB is an extremely fast SQL database able to handle petabyte scale. BlazingDB requires a CUDA-enabled GPU with a CUDA compute capability of 3.0 or higher.

Gathering petabytes of data about your customers is cool, but how can you take advantage of this data? BlazingDB lets you run high-performance SQL on a database using a ton of GPUs.


Relying on GPUs for a database is quite interesting. GPUs can run a ton of tasks in parallel and present a clear advantage for very specific tasks. In particular, companies have been using GPUs a lot lately for image processing and machine learning applications — but it’s the first time I’m hearing about taking advantage of GPUs for databases.


That’s where BlazingDB shines. You can do sums, use predicates and run through many, many database entries in little time. The company just started accepting customers in June 2016, and there are already big Fortune 100 companies that want to use BlazingDB.


iBow is a new project on kickstarter: it's a docking station with desktop grade graphics card for your 13/15-inch Macbook Pro and your Mac Mini.

The design of iBow docking allows you to replace graphics cards easily according to your requirements to enhance the graphics experience. iBow was developed to accommodate the largest video cards currently available in the market.


3D-Tech News Around The Web / Optical Illusion: black dots
« on: September 12, 2016, 03:24:28 PM »
There are 12 black dots at intersections on this image but your brain won't let you see them all at once.


3D-Tech News Around The Web / Oh shit, git!
« on: September 09, 2016, 06:35:03 PM »
Git is hard: screwing up is easy, and figuring out how to fix your mistakes is fucking impossible. Git documentation has this chicken and egg problem where you can't search for how to get yourself out of a mess, unless you already know the name of the thing you need to know about in order to fix your problem.

So here are some bad situations I've gotten myself into, and how I eventually got myself out of them in plain english.


Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.31.0 released
« on: September 09, 2016, 06:14:35 PM »
How to use the new command line option (/exp_full_filename) to export a report file in a specific folder:

Code: [Select]
GpuCapsViewer.exe /exp_txt_report /exp_full_filename="C:/tmp/gpucapsviewer_report.txt"


Code: [Select]
GpuCapsViewer.exe /exp_xml_report /exp_full_filename="C:/tmp/gpucapsviewer_report.xml"

3D-Tech News Around The Web / How a Frame is Rendered in DOOM (2016)
« on: September 09, 2016, 04:08:00 PM »
The new DOOM is a perfect addition to the franchise, using the new id Tech 6 engine where ex-Crytek Tiago Sousa now assumes the role of lead renderer programmer after John Carmack’s departure.
Historically id Software is known for open-sourcing their engines after a few years, which often leads to nice remakes and breakdowns. Whether this will stand true with id Tech 6 remains to be seen but we don’t necessarily need the source code to appreciate the nice graphics techniques implemented in the engine.


Unlike most Windows games released these days, DOOM doesn’t use Direct3D but offers an OpenGL and Vulkan backend.
Vulkan being the new hot thing and Baldur Karlsson having recently added support for it in RenderDoc, it was hard resisting picking into DOOM internals. The following observations are based on the game running with Vulkan on a GTX 980 with all the settings on Ultra, some are guesses others are taken from the Siggraph presentation by Tiago Sousa and Jean Geffroy.

- DOOM (2016) - Graphics Study
- idTech6 - SIGGRAPH 2016

Geeks3D's GPU Tools / GPU Caps Viewer released
« on: September 09, 2016, 11:28:09 AM »

Geeks3D's GPU Tools / GPU Shark released
« on: September 09, 2016, 11:26:59 AM »

3D-Tech News Around The Web / Analysis of Zepto Ransomware
« on: September 08, 2016, 08:08:45 PM »
Zepto ransomware is a relatively new player in the ransomware scene, and it’s closely related to the infamous Locky ransomware. Taking a closer look at Zepto’s code, we found that the code is pretty much the same as Locky’s code, but it has been slightly modified. The malware authors behind Zepto use the same methods used to spread Locky, and even the infection vector and the TOR payment page are the same, which makes us think that the people behind Locky are now spreading Zepto. The only difference between Locky and Zepto is the ransom demand. Zepto’s demand is much higher than Locky’s, 3 Bicoins (approximately $1,850).

One of the interesting things is the use of a priority file list to determine the order of file encryption according to the type of file. Each file has a weight ranging from 7 to -1. 7 being the highest priority. "*.doc" and "*.odt" have a weight of 5. "wallet.dat" has a weight of 7. "*.3ds" and "*.max" have a weight of 4...

Complete analysis:

3D-Tech News Around The Web / Tabs vs Spaces
« on: September 08, 2016, 07:27:55 PM »
400,000 GitHub repositories parsed (1 billion files, 14 terabytes of code): Spaces or Tabs?

Spaces are preferred in the majority of languages except in C where both are used and in Go where only tabs are used.


The Raspberry Pi Foundation has sold a total of ten million Raspberry Pis over the last four and half years.

To celebrate this milestone, the Raspberry Pi Foundation has created an official starter kit:

Complete story:

3D-Tech News Around The Web / Wireshark 2.2.0 released
« on: September 08, 2016, 03:29:24 PM »
Wireshark is the world's foremost network protocol analyzer. It lets you see what's happening on your network at a microscopic level. It is the de facto (and often de jure) standard across many industries and educational institutions.


v2.2.0 shortlog:;a=shortlog;h=refs/tags/v2.2.0

Security researchers have discovered a sophisticated strain of malware which has shifted across platforms in order to target Mac OS X users.

This week, Kaspersky Lab security experts revealed the existence of Backdoor.OSX.Mokes, an OS X-based variation of the Mokes malware family which was discovered back in January.

According to the team, the malicious code is now able to operate on all major operating systems including Windows, Linux and Mac.

Stefan Ortloff, a researcher with Kaspersky Lab's Global Research and Analysis Team, says the sample which was investigated by the team came unpacked, but he suspects that versions in the wild are packed, just like other OS variants of the malware.

The new strain of malware is written in C++ using the cross-platform application framework Qt, and is linked to OpenSSL.

When executed for the first time, the malicious code copies itself to a variety of system library locations, hiding away in folders belonging to apps and services including Skype, Google, Firefox and the App Store. Mokes then tampers with the PC to achieve persistence and connects to the C&C server using HTTP on TCP port 80.


3D-Tech News Around The Web / New IBM Servers with NVIDIA Tesla P100 GPUs
« on: September 08, 2016, 03:13:03 PM »
Data center workloads are changing. Not long ago these systems were primarily used to handle storage and serve up web pages, but now they’re increasingly tasked with AI workloads like understanding speech, text, images and video or analyzing big data for insights.

Billions of consumers want instant answers to a multitude of questions, while enterprise companies want to analyze mountains of data to better serve their customers’ needs. Where do those answers come from? Data centers.

As a leader in server systems, IBM saw this trend coming several years ago, and partnered with us to accelerate new data center workloads. After four years of development, IBM today introduced its Power System S822LC for High Performance Computing powered by NVIDIA Tesla P100 GPUs and NVLink to facilitate high-performance analytics and enable deep learning on ever increasing mountains of data.


Just tested the OpenCL Julia4D GPU demo and it works fine on Windows 10 64-bit build 14393 (v1607) on an Intel HD Graphics 530 (Skylake).
Maybe you have an issue with the Kabylake.

Note: I tested the demo with latest Intel driver for HSW, BDW and SKL.

What is USD?

Pipelines capable of producing computer graphics films and games typically generate, store, and transmit great quantities of 3D data, which we call "scene description".  Each of many cooperating applications in the pipeline  (modeling, shading, animation, lighting, fx, rendering) typically has its own special form of scene description tailored to the specific needs and workflows of the application, and neither readable nor editable by any other application.   Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets.

USD provides for interchange of elemental assets (e.g. models) or animations.  But unlike other interchange packages, USD also enables assembly and organization of any number of assets into virtual sets, scenes, and shots, transmit them from application to application, and non-destructively edit them (as overrides), with a single, consistent API, in a single scenegraph.  USD provides a rich toolset for reading, writing, editing, and rapidly previewing 3D geometry and shading.  In addition, because USD's core scenegraph and "composition engine" are agnostic of 3D, USD can be extended in a maintainable way to encode and compose data in other domains.

- USD homepage
- USD source code @ Github
- Real-Time Graphics in Pixar Film Production @ SIGGRAPH 2016

Pages: 1 ... 3 4 [5] 6 7 ... 54