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Topics - Stefan

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2041
3D-Tech News Around The Web / Breakpoint 2010 results
« on: April 08, 2010, 03:52:37 PM »
Here you'll find the official results of Breakpoint 2010.

"Agenda Circling Forth" tortures your GPU with myriads of particles...

2042
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*uses gl_arb_gpu_shader5 in a float-float implementation with precise keyword for fixing agressive Nvidia compiler
*uses arg_gpu_shader_FP64 with doubles.. and fallbacks to doublepAMD on catalyst no ogl 4.0 drivers..
*normal mandelbrot implementation

Full story at Oscar's blog

2043
3D-Tech News Around The Web / TechPowerUp GPU-Z v0.4.1
« on: April 06, 2010, 05:49:54 PM »
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GPU-Z is a lightweight utility designed to give you all information about your video card and GPU.

Please note: Some versions of McAfee Antivirus report a "Generic!Artemis" infection. This is a McAfee specific false positive, GPU-Z is not infected with any virus/trojan.
Revision History
0.4.1

    * Fixed an issue on all NVIDIA cards that would sometimes cause them to lose fan control when GPU-Z is running. Please don't run pre-0.4.1 and 0.4.1 at the same time, this might result in incorrect readings in the 0.4.1 window.
    * Fixed system crash on MSI HD 5830 TwinFrozr II
    * Validation upload now uses Unicode for entered name
    * Reverted memory bandwidth calculation introduced in last version. It introduces too much confusion, we will go with what all companies use in their marketing material, even though we believe it is not correct. Using power of 10 again now, 1 GB/s = 1,000,000,000 Bytes per Second.

2044
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Geist Software Labs has released the first version of OpenCL Studio for beta testing. OpenCL Studio combines OpenCL and OpenGL into a single integrated development environment that allows you to visualize OpenCL computation using powerful 3D rendering techniques. The editor hides much of the complexity of the underlying APIs while still providing flexibility via the Lua scripting language. Integrated source code editors and debugging capabilities for OpenCL, GLSL, and Lua, as well as a toolbox of 2D user interface widgets provide a framework for a wide range of parallel programming solutions.

[via]

2045
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Gamers demand performance and realism. They are tired of the same old video games that look the same and play the same, but have different names. We usually blame this on the developers but we should have been blaming it on the video card manufacturers. The problem wasn’t the lack of imagination on the developers’ part, it was due to the lack of technology available to them via the GPU.

Full story at HitechLegion

Don't try hair and water demo on DX10 GPUs, it will cause a BSOD!

2046
Get PDF here

2047
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OpenGL 3.2 and GLSL 1.5 is available but there is a lack of simple and complex example programs.
On this webpage, we do want to fill this gap by providing example programs using OpenGL 3.2 and GLSL 1.5 with GLEW and GLUS.
Please note, that all example programs do not use any deprecated OpenGL functions.

[via]

2048
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Our first short tutorial  is ready, it provides a glimpse of our new UI and it shows how easy it is to use NeutronE. Applying tessellation is very simple, it takes just a few mouse clicks to turn a low poly mesh into a detailed smooth mesh and the best part is that all this happens real-time without any need for mesh modification!

After years of development NeutronE is finally ready for it's first tech-demo! It demonstrates all key features provided by powerful NeutronE rendering pipeline including DirectX 11 tessellation, compute shader, real-time effects etc. Please note that we didn't have time to involve professional artist(s) in the development of the demo so the emphasis is on the technology not the art.

Works also fine with SM4 GPU  8)

2049
3D-Tech News Around The Web / S2Engine 2009 and NVIDIA PhysX
« on: April 04, 2010, 08:50:56 AM »
S2ENGINE 2009 and NVIDIA PhysX.

During the last month we have worked night and day on Physics subsystem. We have choosen to implement NVIDIA PhysX library 'cause we think it is the best library the market could offer. Now S2Engine can perform rigid bodies, joints, ragdolls and vehicles.
Many other features are planned for the future, taking advantage of the great possibilities NVIDIA PhysX offer.

A HD YouTube videoclip shows the work in progress...

2050
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Crytek has claimed that Crysis 2 contains the best graphics in the history of video games.
Yes, it's a bold statement - especially as the studio has admitted some teething problems getting its power-hungry CRYEngine 3 to work on consoles.
But it's adamant that it has something pretty special on its hands - and even prettier than the stunning original Crysis on PC.

Full story at CVG

2051
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DX11 DirectCompute Buddhabrot & Nebulabrot Renderer

I wrote a DX11 DirectCompute implementation of the famous Buddhabrot fractal. The implementation is an extension of my earlier Mandelbrot fractal DX11 DirectCompute program (http://www.yakiimo3d.com/2010/02/02/directcompute-mandelbrot-fractal-viewer/). I also use my Rheinhard tonemapping code (http://www.yakiimo3d.com/2010/03/13/dx11-directcompute-global-operator-photographic-tonemapping/) to bring the HDR Buddhabrot color values into the LDR framebuffer’s [0,1] range. It’s good that I used code from my old demos because I found and fixed bugs in my tonemapping code and also realized I had forgotten to upload the source and binary for my DX11 Mandelbrot demo to CodePlex (doh!).

Regular Buddhabrot renderings result in monotone achromatic images because the same single value is written to each RGB channel. The Nebulabrot is a simple extension to the Buddhabrot, where you plot the Buddhabrot 3 times with a different iteration exit max value, and assign each of the 3 iteration plots to a different RGB channel (In an actual implementation, you can render the 3 iteration exit max value plots in one draw by just using if branches.) Since the implementation is easy and the resulting renders are more interesting, my Buddhabrot implementation supports Nebulabrot renderings as well.

As usual, a CodePlex link for my Buddhabrot program’s source code and binary are provided near the end of the article.

2052
As a part of a splendid test hardtecs4u used Furmark to demonstrate the fan's loudness

[via]

2053
3D-Tech News Around The Web / Fraps 3.2.0 Released
« on: March 27, 2010, 02:02:07 PM »
Fraps 3.2 brings a new feature for registered users - loop recording, constantly capture the previous 30 seconds of video.

To start the buffering press and hold the video capture hotkey for a second. The Fraps counter will turn pink to show that video is being cached. When you want to save the action simply tap the capture hotkey and the recording will continue as normal (including the previous 30 seconds of footage).
   
Changelog

3.2.0 - 26th Mar 2010
- Added loop recording for registered users.  Press and hold video capture hotkey to start 30 second buffer
- Added option to disable stereoscopic capture when running with NVIDIA 3DVision
- Major optimizations for recording from D3D10 & D3D11 games


2054
3D-Tech News Around The Web / NVIDIA GTX400 demo site launched
« on: March 27, 2010, 07:12:26 AM »
Check out the latest demos and games that we recommend for GTX 400 GPUs. Download the demos and get the latest wallpapers!

"Design Garage" uses Optix1 (so avoid Forceware 196.xx) - whopping 0.6 fps with my old 8800GTX



2055
3D-Tech News Around The Web / ATI OpenCL updates & GPU PerfStudio 2.2
« on: March 25, 2010, 05:36:10 PM »
Just released: OpenCL™ Zone

ATI Stream SDK OpenCL™ Programming Guide (v1.0)

New Features in GPU PerfStudio 2.2:

    * Accurate color picker in the texture viewer
    * DX11 Shader Linkage is now supported
    * OpenGL now supports texture arrays
    * Works with a wider range of applications
    * Simplified client connection
 

2056
3D-Tech News Around The Web / CPU-Z 1.54 has been released
« on: March 25, 2010, 05:20:46 PM »
CPU-Z 1.54 has been released.

    * Intel Core i7-880, Core i5-680, Core i3-550 processors.
    * Intel Xeon 5600 line (32nm) processors.
    * AMD Phenom II X6, Sempron II, Turion II, Turion II Ultra and Athlon II Mobile "Caspian" processors.
    * NVIDIA GeForce 320M chipset.
    * AMD 870/880G/890GX + SB800/SB850 chipset.
    * Introduction of validation rooms.

2057
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CUDA 3.0 is a major revision number release that delivers important benefits for C++, OpenCL, CUDA driver API and CUDA runtime API developers that will likely make this a "must install" version. In addition, removal of interoperability barriers between driver and runtime API as well as DirectX and OpenGL creates new opportunities for code development and integration of existing software projects. The next article in this series will discuss how to utilize these expanded capabilities.

As noted, debugging has taken a big step forward in this release. CUDA-GDB in particular has been dramatically improved so that it provides a seamless and consistent debugging experience for both runtime and driver API developers. The addition of memory checking makes CUDA-GDB an even more powerful tool. The inclusion of the cuda-memcheck command-line utility can help automate testing and support field debugging.

Full story at Dr. Dobb's Journal

2058
3D-Tech News Around The Web / Watertight Adaptive Tessellation
« on: March 25, 2010, 04:57:27 PM »
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The next obvious step for tessellation is to make it adaptive based upon the distance to the camera. It is important to keep the tessellated mesh watertight in order to prevent cracks from appearing between separate quads.

Videos and code snippets at Re-Creation Studios

2059
3D-Tech News Around The Web / Indepth review of OpenGL 4.0
« on: March 24, 2010, 05:41:06 PM »
Indepth review of OpenGL 4.0

Regular contributor to the OpenGL.org forums has taken the time to write up an in-depth review of the recent OpenGL 4.0 release. Groovounet, as he is known by in the forums, writes “OpenGL 4.0 is the new specification for GeForce GTX 4** and Radeon HD 5*** hardware: aka Direct3D 11 hardware level. In this review we go through all the new features and explore some details of those.”

2060
3D-Tech News Around The Web / Blender: Particle Garden
« on: March 24, 2010, 05:36:30 PM »
Particle Garden by David Tillman

“This might be of interest to motion graphic artists that use Blender or After Effects, but don’t have the Trapcode Particular plugin. I wanted to try and  recreate some of the techniques seen in videos that use Trapcode in particular. I used particles and dupliverts within Blender to create a similar style.”

Watch video here


You can download all of the Blender files for this project here

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