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Topics - Stefan

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1
This sample demonstrates a CPU-optimized implementation of the God Rays effect, showing how to:
 
  • Implement calculation kernels using the OpenCL™ technology C99
  • Parallelize the kernels by running several work-groups in parallel
  • Organize data exchange between the host and the OpenCL device

2
What is Intel® Processor Graphics?

Intel® Processor Graphics refers to the technology that provides graphics, compute, media, and display capability for many of Intel’s processors, such as the 4th Generation Intel® Core™ Processor family of products. Within Intel, architects colloquially refer to Intel® Processor Graphics architecture as simply “Gen”, short for Generation. A specific generation of the Intel® Processor Graphics architecture may be referred to as “Gen6” for generation 6, or “Gen7” for generation 7, etc. The branded products Intel® HD Graphics 4600, Intel® Iris™ Graphics 5100, and Intel® Iris™ Pro Graphics 5200 are all derived from instances of Intel® Processor Graphics Gen7.5 architecture. Similarly Intel® HD Graphics 5300 derives from Intel® Processor Graphics Gen8.

3
3D-Tech News Around The Web / Epic Zen Garden - UE4 tech demo for IOS 8
« on: September 24, 2014, 06:47:14 PM »
Epic Zen Garden is a beautiful graphical environment showcasing the power of iOS 8, developed by Epic Games with Unreal Engine 4. Tap to navigate this interactive oasis brimming unmatched detail on mobile. Swipe back and forth across the entire Sakura tree to make thousands of cherry blossoms swirl in the air, graze the koi pond to summon leagues of fish, and rake the sand with your finger to create subtle designs. Touch the well to bring throngs of butterflies out of hiding. Access Unreal Engine 4 at www.unrealengine.com to build your own games and apps!

FEATURES
•    Unreal Engine 4. Use Unreal Engine 4 to realize your creative vision and stand out from the crowd.
•    Metal API. Unreal Engine 4 is the first game engine to release support for Metal API.
• Stunning visuals. Solid 30fps; 1440x1080 resolution; 4x MSAA; 3,500 butterflies equal roughly 4,000 draw calls, with falling petals at 5,000 particles (not draw calls); as demonstrated in Apple’s WWDC 2014 keynote.

4
3D-Tech News Around The Web / NVIDIA GeForce GTX 980 Whitepaper
« on: September 20, 2014, 01:05:09 AM »
download from here

Quote
In our 21-year quest to bring the most realistic 3D graphics to gamers, NVIDIA has introduced a number
of innovations. With its hardware transform and lighting engine, NVIDIA’s GeForce 256 ushered in the
era of the GPU in 1999, bringing T&L support to consumer graphics for the first time. In late 2006 with
the G80 GPU and the GeForce 8800 GTX graphics board, CUDA and the formalization of GPGPU
computing as we know it today was first brought to the world. More recently, in 2010 we launched the
GeForce GTX 480—our first GPU built using the Fermi graphics architecture. GeForce GTX 480
incorporated fifteen parallel tessellation units, enabling dramatic speedups in geometry processing
compared to prior GPUs. With great strides in architectural efficiency, Kepler GPUs delivered
significantly improved performance and power efficiency when introduced in 2012. 
Earlier this year we launched the GeForce GTX 750 Ti, our first GPU from the Maxwell architectural
family. Maxwell GPUs were designed from the ground up for extreme power efficiency and exceptional
performance per watt consumed. In many DX11 applications, the GTX 750 Ti is capable of matching or
even beating the performance of our once flagship GeForce GTX 480, while consuming only a fourth the
power. Thanks to its remarkable power efficiency, our first generation Maxwell GPUs were ideal for use
in power-limited environments like notebooks and small form factor PCs, in addition to mainstream
desktops.
NVIDIA’s latest GPU, GM204, is the first to use the full realization of our 10th
 generation GPU
architecture, Maxwell. Our design goals for GM204 were to deliver:
  Extraordinary Gaming Performance for the Latest Displays
  Incredible Energy Efficiency
  Dramatic Leap Forward In Lighting With VXGI
Extraordinary Gaming Performance for the Latest Displays

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3D-Tech News Around The Web / NVIDIA GeForce driver 344.11 WHQL
« on: September 19, 2014, 07:13:31 AM »
New in GeForce Game Ready Drivers

The new GeForce Game Ready driver, release 344.11 WHQL, allows GeForce owners to continue to have the ultimate gaming experience. This driver is aligned with today’s launch of the world’s most advanced GPUs—the GeForce GTX 980 and GTX 970. With support for NVIDIA G-SYNC Surround displays, gaming has never been more realistic and immersive. In addition, this Game Ready WHQL driver ensures you'll have the best possible gaming experience for the latest new blockbuster titles including Borderlands: The Pre-Sequel, The Evil Within, F1 2014, and Alien: Isolation.

Game Ready
Best gaming experience forBorderlands: The Pre-Sequel, The Evil Within, F1 2014, and Alien: Isolation

New GeForce GPUs
Supports the new GeForce GTX 980 and GTX 970 GPUs, based upon the second-generation Maxwell architecture

Gaming Technology
Supports G-SYNC technology and NVIDIA G-SYNC Surround configurations

Code: [Select]
DriverVer   = 09/13/2014, 9.18.13.4411
NVIDIA_DEV.13C0 = "NVIDIA GeForce GTX 980"
NVIDIA_DEV.13C2 = "NVIDIA GeForce GTX 970"

6
 
  • Added support for the following GPUs:
    • GeForce GTX 970
      GeForce GTX 980
  • Fixed a bug that prevented the "sync to vblank" setting from being honored for EGL applications.
  • Fixed a bug that could cause some OpenGL programs to encounter out of memory during a mode switch.
  • Fixed a bug that prevented the NVIDIA OpenGL driver from honoring the __GL_SHADER_DISK_CACHE_PATH environment variable.
  • Fixed a bug that caused disabled displays to be implicitly included in the target selection for some queries and assignments on the nvidia-settings command line interface, in the absence of any explicit target selection.
  • Added a new attribute to the NV-CONTROL API to query the current utilization of the video decode engine.
  • Fixed a bug where the Exchange Stereo Eyes setting in nvidia-settings didn't work in certain stereo configurations.
  • Worked around a Unigine Heaven 3.0 shader bug which could cause corruption when tessellation is enabled by implementing an application profile that uses the "GLIgnoreGLSLExtReqs" setting.  See the documentation for the __GL_IGNORE_GLSL_EXT_REQS environment variable for more details.
  • Fixed a memory leak when destroying EGL surfaces.
  • Added support for multiple simultaneous EGL displays.
  • Removed support for G8x, G9x, and GT2xx GPUs, and motherboard chipsets based on them. Ongoing support for new Linux kernels and X servers, as well as fixes for critical bugs, will be included in 340.* legacy releases through the end of 2019.
download from here


 

7
3D-Tech News Around The Web / NVIDIA mobile GeForce driver 344.00 (ASUS OEM)
« on: September 18, 2014, 06:16:17 PM »
   This driver adds support for

 
NVIDIA_DEV.13D7 = "NVIDIA GeForce GTX 980M"
 NVIDIA_DEV.13D8 = "NVIDIA GeForce GTX 970M"

 
Works fine with Pieter's INF 5.012
 
15092935629_97b0c07b34_o.png
     

8
3D-Tech News Around The Web / Blender 2.72 test
« on: September 13, 2014, 04:48:53 PM »
  OFFICIAL TEST BUILD AVAILABLE NOW

https://download.blender.org/release/Blender2.72/
 
   Cycles Rendering

Volume rendering and Subsurface Scattering are available on GPU, Volume and Glossy sampling was improved, new Ashikhmin-Shirley distribution for Glossy and Anisotropic BSDFs, memory usage during rendering was lowered, OSL updated to version 1.5.
 

9
We are happy to announce the availability of our latest and most advanced SDK for OpenCL: Release 2 of Intel® SDK for OpenCL SDK 2014 is the industry’s first SDK to provide an OpenCL 2.0 development environment with the new Intel® Core™ M Processors.
This major advance in graphics programmability and accessibility will help you make greater use of the graphics engine to deliver new experiences on Intel-based platforms
New with SDK 2014 Release 2:
 
  • OpenCL™ 2.0: Support for latest OpenCL standard version 2.0 with shared virtual memory. Start now and write your first OpenCL 2.0 code on your current development platform, simply by using the new OpenCL 2.0 development environment that is installed with the SDK.
  • Intel® Core™ M Processors: Take advantage of OpenCL 2.0 with the latest Intel® Core™ M processors and future generations of Intel Core processors.
  • SPIR* 1.2: Improve portability and drive innovation with a standard, non-source intermediate representation (IR) for device programs. Supported on both CPU and Intel Graphics.
  • Greater development experience: The SDK provides everything you need to build, debug, and analyze OpenCL application. This release not only adds OpenCL 2.0 and SPIR 1.2 development support, but also adds new preview features for debugging and analyzing applications
Learn more

10
Fluid Simulation for Video Games (part 18)

This article showed how to extract surfaces from a function represented by a grid as a polygon mesh that you can then render. Combined with previous articles in this series, that lets you visualize surfaces of simulated fluids. This article also showed how to parallelize that isosurface extraction routine. Although the routine’s outputs for a given input cell do not appear to depend on those of other cells, there is a subtle dependency on where to write the output. To solve this question, I wrapped the output vertex buffer with a lightweight, thread-safe, linear pool allocator, thereby avoiding race conditions between threads, keeping the vertex buffer usage relatively balanced across threads and the synchronization overhead manageable. You can tune the tradeoff between balancing thread usage of the buffer and synchronization overhead by changing the block size.

11
3D-Tech News Around The Web / AMD GPUPerfAPI 2.14
« on: September 10, 2014, 06:36:24 PM »
Release Notes - Version 2.14 (9/5/14) 
  • Add support for additional GPUs and APUs.
  • DirectX 11: Fixed some memory leaks caused by incorrect reference counting of D3D11 devices and device contexts.
  • OpenGL: Improved memory consumption and performance during profiling.
  • OpenGL: Fixed crash in 32-bit Linux version.
   
  • OpenGL: Fixed CSMemUnitBusy, CSMemUnitStalled, and TexTriFilteringPct counters on Graphics IP v8 family of GPUs.
  • OpenGL: Fixed CSALUStalledByLDS  counter on Graphics IP v7 and v8 families of GPUs.
  • Removed Support for DirectX 10.

12
3D-Tech News Around The Web / AMD GPU PerfStudio V3.0
« on: September 10, 2014, 06:35:13 PM »
GPU PerfStudio V3.0

 New Features
  • Adds Linux Server support
  • Adds OpenGL 4.3 Support
  • Calls between glBegin & glEnd are now collapsed to a single entry.
  • Adds support for separate shader objects in GL
Bug Fixes
  • Many stability enhancements for titles running on DirectX 11 and OpenGL
  • Fix for missing call data in FrameDebugger
  • Fix for missing HUD data in GL applications

13
3D-Tech News Around The Web / AMD APP SDK v2.9.1 Now Available
« on: September 04, 2014, 07:19:26 PM »
AMD APP SDK v2.9.1 Now Available!



The AMD APP SDK v2.9.1 includes samples for OpenCL™ as well as accelerated libraries such as the Open Source  C++ template library called “Bolt” and the latest OpenCL™ accelerated OpenCV (Open Computer Vision) library. APP SDK 2.9.1 now enables Linux users who need to install with non-root permission allowing users of IT managed and server systems to develop for the powerful compute capabilities of AMD APUs and GPU.  This release supports Catalyst 14.4 driver.  Read the Getting Started Guide for more details.  Please give it a try and provide us with feedback.

14
3D-Tech News Around The Web / AMD Radeon SDK samples August 2014
« on: September 04, 2014, 07:17:49 PM »
What’s new (August 2014) 
  • New SDK sample: GPUParticles
  • New SDK sample: SilhouetteTessellation
  • TressFX version 2.2 sample with new features including simulation performance improvements
   
  • ForwardPlus version 1.1: fixed bug causing visual differences when culling was enabled with a high number of lights
  • DepthBoundsTest version 1.1: fixed bug with enabling MSAA causing a black screen
   
  • All DirectX 11 SDK samples were updated to reference the Windows 8 or 8.1. software development kits
  • Legacy SDK samples moved to archive page
   


15
3D-Tech News Around The Web / HWiNFO32 & HWiNFO64 v4.44 released
« on: September 04, 2014, 06:26:34 PM »
Changes in HWiNFO32 & HWiNFO64 v4.44 - Released on:  Sep-4-2014: 
 
  • Enhanced sensor monitoring on additional MSI 9-series mainboards.
  • Fixed restoring of sensors window position on some systems with multiple monitors.
  • Fixed reporting of invalid values in graphs, tray, LCD, OSD.
  • Added support of Lewisburg PCH.
  • Added preliminary support of NVIDIA GeForce GTX 870 and 880 (GM204).
  • Sensor minimize button will minimize graphs too.
  • Added ability to rename sensor units.
  • Added ability to modify sensor values (constant multiply/add).
  • Added support of On Semi ASP1106D.
  • Fixed reporting of memory clock on Haswell-E/EN/EP/EX.
  • Improved DDR4 support.
  • Enhanced sensor monitoring on ASUS X99 series.
  • Enhanced sensor monitoring on MSI X99 series.
  • Patch for occasional invalid BCLK measurement.
  • Enhanced sensor monitoring on ASUS RAMPAGE V EXTREME.
  • Enhanced sensor monitoring on ASUS CROSSBLADE RANGER.
  • Added AMD Radeon R9 285.
  • Enhanced sensor monitoring on ASRock X99 series.

16
3D-Tech News Around The Web / OpenGL Extensions Viewer 4.27 for Windows
« on: August 27, 2014, 06:43:56 PM »
Download from here

No changelog available, but adds OpenGL 4.5 support




17
Today we’re excited to announce the release of the CUDA Toolkit version 6.5.

CUDA 6.5 adds a number of features and improvements to the CUDA platform, including support for CUDA Fortran in developer tools, user-defined callback functions in cuFFT, new occupancy calculator APIs, and more.

18
3D-Tech News Around The Web / TechPowerUp GPU-Z v0.7.9
« on: August 11, 2014, 06:37:41 PM »
GPU-Z is a lightweight utility designed to give you all information about your video card and GPU. Version History0.7.9
  • Added preliminary support for NVIDIA GM204
  • Added preliminary support for AMD Tonga
  • Added support for AMD Radeon R9 M275X, FirePro W5100, W9100
  • Added support NVIDIA GeForce GTX 780 6 GB, GTX 860M, GTX 780M, GT 830M, GT 740, GT 730, GT 720, Quadro NVS 510, FX 380M, GRID K520, Tesla K40c
  • Added release date for R9 290
  • More robust PhysX detection
  • Fixed fan speed monitoring on some recent AMD cards
  • Fix for sensor graph over/underflow
  • Performance improvements to sensor graph drawing
  • Fix for French translation

19
3D-Tech News Around The Web / (Demoscene) Evoke 2014, Assembly 2014
« on: August 10, 2014, 07:40:25 AM »
download demos via pouet:

Evoke 2014

Assembly 2014

20
3D-Tech News Around The Web / OpenGL Extensions Viewer 1.2.0 for Android
« on: August 10, 2014, 07:34:52 AM »
In this update

• Updated for OpenGL ES 3.1

• Added all the 'GL_MAX' values of the renderer for OpenGL ES 3.0 and 3.1

• Bug fixes and improvements.

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