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Topics - Stefan

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3D-Tech News Around The Web / Blender 2.74 Test Build
« on: March 08, 2015, 08:00:00 AM »
The next Blender release is coming soon! Here are a couple of useful links.

 You can use FurryBall FREE version for NON-Commercial use like final render, now.
 (include evaluations, personal learning, experimentation, research, and personal images and animations)
 NO MORE watermark!
 FREE license never expires
 Resolution limit is Full HD (1920x1080)
 Final output render is slowed down 3x - NO slow down in viewport
 (The render actually completes in the usual time, but the watermark isn’t removed until the time limit.)
 (for example: If your render time is 3 min, your final render will finish in 3 min, but watermark will be removed from image after another 6 min.)

3D-Tech News Around The Web / (Android) OpenGL Extensions Viewer 1.3.0
« on: March 08, 2015, 07:50:38 AM »
OpenGL Extensions Viewer for Android displays the vendor name, the version, the renderer name and the extensions for OpenGL ES 1.0 to ES 3.1

In this update
• Fixed Submit renderer on some device
• Display ASTC texture formats

New version of OpenGL Extensions Viewer is now available is available for Windows Was a while since the last update
 - Fixed bug when using unicode character in the device name and monitor
 - Updated database, soon 1,000 renderers !
 - UI tweaks and improvements

New in Release 343.02.02f02:
  • Graphics driver updated for Mac OS X Yosemite 10.10.2 (14C109)
  • Contains performance improvements and bug fixes for a wide range of applications.
  • Includes NVIDIA Driver Manager preference pane.

3D-Tech News Around The Web / (Android) GFXBench GL Benchmark 3.1
« on: March 08, 2015, 07:43:46 AM »
GFXBench 3.1 is a free, cross-platform and cross-API 3D graphics benchmark that measures graphics performance, long-term performance stability, render quality and power consumption with a single, easy-to-use application.
GFXBench 3.1 adds advanced OpenGL ES 3.1-features and new special tests to the popular GFXBench 3D graphics benchmark.
New features:
Manhattan 3.1 test: GPU-intensive OpenGL ES 3.1 test using advanced API-features for testing the latest high-end mobile devices (Features: Compute shaders, Indirect draw-calls, HDR, enhanced Depth-of-Field, etc.)
Enhanced low-level tests: ALU2, Texturing, Driver Overhead 2 – replacing the original low-level tests of GFXBench 3.0, these ES 3.0 tests better approximate the workload of the Manhattan test
Detail graphs: all test results are now augmented with temperature, CPU & GPU frequency, and frame time graphs to provide additional in-depth information. Just press and hold the score on the results tab to view them.

3D-Tech News Around The Web / (Android) Basemark ES 3.1 Pro
« on: March 08, 2015, 07:42:11 AM »
Basemark® ES 3.1 is the 4th generation of the world’s most popular OpenGL ES benchmark for measuring graphics performance of OpenGL ES 3.1 enabled devices. It is the only graphics benchmark in the market by far that enables users to toggle on or off different graphics features to easily detect device bottlenecks.

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

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.

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 to build your own games and apps!

•    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.

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

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
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

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,
NVIDIA_DEV.13C0 = "NVIDIA GeForce GTX 980"
NVIDIA_DEV.13C2 = "NVIDIA GeForce GTX 970"

  • 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


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.13D8 = "NVIDIA GeForce GTX 970M"

Works fine with Pieter's INF 5.012

3D-Tech News Around The Web / Blender 2.72 test
« on: September 13, 2014, 04:48:53 PM »
   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.

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

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.

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.

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

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.

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