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Topics - Stefan

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2081
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NVIDIA, the leader in GPU computing, today introduced the NVIDIA® OptiX™ ray tracing engine, part of a suite of application acceleration engines for software developers. NVIDIA acceleration engines make it easy to incorporate valuable, high-performance capabilities into applications, while simultaneously reducing development time.

NVIDIA application acceleration engines unveiled at Siggraph 2009 include:

    * NVIDIA® OptiX™ engine for real-time ray tracing
    * NVIDIA® SceniX™ engine for managing 3D data and scenes
    * NVIDIA® CompleX™ engine for scaling performance across multiple GPUs
    * NVIDIA® PhysX® 64-bit engine for real-time, hyper-realistic physical and environmental effects

Read full Press release

2082
3D-Tech News Around The Web / AMD Introductory Tutorial to OpenCL
« on: August 04, 2009, 05:17:43 PM »
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AMD just published its public OpenCL Beta for the CPU, soon to be followed with support for AMD’s latest GPUs. OpenCL is a young technology, and, while a specification has been published (www.khronos.org/registry/opencl/), there are currently few documents that provide a basic introduction with examples. This article helps make OpenCL easier to understand and implement.

2083
3D-Tech News Around The Web / GPU Address Space Mapping
« on: August 03, 2009, 04:54:41 PM »
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This post addresses some of the issues with texture and 2D/3D array address mappings when mixing compute and fixed function as well as dealing with cache lines and the higher granularity of global memory access of GPUs.

For those developers moving on to compute (CUDA, OpenCL, DX11 CS4/CS5), this is going to be an important thing to have a full understanding of!

2084
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This driver supports all of OpenGL 3.2 and GLSL 1.50, except for the following:

    * Geometry shaders as part of the core. You can use the ARB_geometry_shader extension instead
    * glXCreateContextAttribsARB() does not yet support the GLX_CONTEXT_PROFILE_MASK_ARB attribute value. In order to create a Core profile context, call glXCreateContextAttribsARB(), request OpenGL 3.2 as the version, and leave the GLX_CONTEXT_PROFILE_MASK_ARB attribute out. In order to create an OpenGL 3.2 Compatibility profile context, call the "old" glXCreateContext() entrypoint. Note: wglCreateContextAttribsARB() does support WGL_CONTEXT_PROFILE_MASK_ARB.

This driver exposes the following new extensions:

For OpenGL 2.1 capable hardware:

    * ARB_fragment_coord_conventions
    * ARB_provoking_vertex
    * ARB_vertex_array_bgra
    * ARB_depth_clamp

For OpenGL 3 capable hardware:

    * WGL_ARB_create_context (updated to create profiles)
    * GLX_ARB_create_context (updated to create profiles)
    * GL_EXT_separate_shader_objects
    * GL_NV_parameter_buffer_object2
    * GL_NV_copy_image.txt

Get it from NVIDIA dev zone.

2085
3D-Tech News Around The Web / Khronos Group announces OpenGL 3.2
« on: August 03, 2009, 04:23:56 PM »
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The Khronos(TM) Group, today announced OpenGL(R) 3.2, the third major update in twelve months to the most widely adopted 2D and 3D graphics API (application programming interface) for personal computers and workstations. This new release continues the rapid evolution of the OpenGL standard to enable graphics developers to portably access cutting-edge GPU functionality across diverse operating systems and platforms. The full specification is available for immediate download at http://www.opengl.org/registry. The official OpenGL 3.2 thread on the OpenGL message board is available for discussion.

2086
3D-Tech News Around The Web / Fluid Simulation for Video Games (part 2)
« on: August 02, 2009, 05:04:51 PM »
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Simulating fluid motion entails converting continuous equations into simpler discrete equations and using numerical techniques to solve the discretized equations. Spatial discretizations include grid-based and mesh-free methods. Simulations employ techniques for interpolating values between nodes, approximating spatial derivatives and evolving the simulation forward in time, meanwhile satisfying boundary conditions. Fluid simulations also provide the means to provide forces acting on bodies embedded in the fluid, which a separate rigid body simulator can apply.

Read full story at Intel.

2087
Javor Kalojanov published a paper to appear at HPG2009.
Furthermore two tech demos, that require GPU with CUDA compute capability 1.1

2088
The Institute of Computer Graphics and Algorithms of the TU Vienna honors their best works annually in their hall of fame.

Check out the technical demo "Phluid Fysics", which runs 5 times faster in hardware than in software PhysX mode.
If you have a fast NVIDIA GPU, increase refreshRate in config.txt


2089
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This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this system has been constructed from components published in the graphics and computational physics literatures. The goal of this paper is to describe how these components can be combined to produce an engine that is robust to unpredictable user interactions, fast enough to model reasonable scenarios at real-time speeds, suitable for use in the design of a game level, and with appropriate controls allowing content creators to match artistic direction. Details concerning parallel implementation, solver design, rendering method, and other aspects of the simulation are elucidated with the intent of providing a guide to others wishing to implement similar systems. Examples from in-game scenes captured on the Xbox 360, PS3, and PC platforms are included.

2090
3D-Tech News Around The Web / AMD GPU PerfStudio 2.0 available
« on: July 30, 2009, 09:36:05 AM »
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GPU PerfStudio 2.0 is the next generation GPU Performance Analysis & Debugging Tool from AMD. It offers clear advantages to developers by cutting software development time and improving graphics quality.

GPU PerfStudio 2.0 gives developers control with seamless workflow integration. Spend more time writing code and less time debugging. Identify performance and algorithm issues early in the development cycle, and meet your quality and performance goals.

Key Features:

    * Integrated Frame Profiler
    * Integrated Frame Debugger
    * Integrated Shader Debugger with support DirectX™ HLSL and ASM
    * Client / Server model
    * GPU PerfStudio 2.0 Client runs locally or remotely over the network
    * GPU PerfStudio 2.0 Server supports 32-bit and 64-bit applications
    * Supports DX10 and DX10.1 applications
    * No special build required for your application.
    * Customizable Client GUI, define and save your own window layouts
    * Drag and drop your application onto the server to start debugging
    * No installation required – copy and run anywhere – your settings go with you

2091
3D-Tech News Around The Web / Furry Ball - GPU renderer for Maya
« on: July 30, 2009, 09:29:25 AM »
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GPU renderer for Maya for studio use. Features: Direct X 10 compatible, Full Maya Integration in Viewport, Complete realtime Dynamic Fur and Hairs, Bump mapping, Lambert, Blin, Phong materials, Textures, Unlimited lights Soft Shadows (with variable penumbra), Reflection, Blurred reflection, Resolution up to 8k, Unlimited Supersampling, Per Object Supersampling, Ambient occlusion, Transparency.

100-300 times faster than CPU render on regular Geforce card.

Screenshots and video at AAA Studio.

2092
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Today PC Games Hardware got new screenshot of Raining Fire. Behind this project stands an assembly of modders who want to create a Science Fiction Mystery movie with the CryEngine 2. The modder sebastain now presents impressive scenes that have been made with cinematic effects like Depth of Field Blur or selective focus. Raining Fire is supposed to become a mixture of adventure and fantasy and will make use of LOST like elements. The main characters are some teenagers that go on a special trip at the end of their summer holidays.

2093
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DirectX 11 a key component to Windows 7
...
DirectX 11 should help gamers take full advantage of the multiple cores now increasingly common in CPUs and GPUs, bringing the likes of tessellation and multi-threaded rendering.

Read full story at TR.

2094
3D-Tech News Around The Web / OpenGL Extension Viewer 3.13 available
« on: July 28, 2009, 10:17:31 PM »
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Here the list of changes

3.12    Added OpenGL 3.1 detection. Added OpenGL 3.0 renderer (windows only), Improved OpenGL 3.0 detection, added new renderers.
3.11    Update to GLEW 1.5.1. Added OpenGL 3.0 functions entry point. Fixed application issue with & characters in the monitor name (Windows version).
3.10    Added OpenGL 3.0 core features set.

Get it from Realtech.

2095
3D-Tech News Around The Web / Realistic Earth rendering demo
« on: July 28, 2009, 05:35:41 PM »
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If you have enough space and time to download 3.6GB of terrain data, you may try it on your PC (warning: it has only been tested on Windows XP, with an NVIDIA GeForce 7900 or 8800). The demo is available here:

http://evasion.inrialpes.fr/~Eric.Bruneton/demo.html

Otherwise you can see some High Quality videos here (made with more precise data and more realistic shaders - 16GB terrain, clouds, shadows, procedural details):

http://www.youtube.com/watch?v=7s4G1J9Hiwk
http://www.youtube.com/watch?v=hqWmSEUV5jg
http://www.youtube.com/watch?v=ehmvVAoSf8M

There are also high-res stills (8000x6000!) made with the same software here:

http://evasion.inrialpes.fr/~Eric.Bruneton/srtm90big/

[via]

2096
3D-Tech News Around The Web / AMD & NVIDIA excited about Windows 7
« on: July 28, 2009, 04:57:58 PM »
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We are very excited here at NVIDIA today, because the fact that Windows 7 has hit the RTM milestone means we are on the doorstep of the launch of the first Windows operating system to treat the graphics processing unit (GPU) as a real peer to the CPU.
For the gamers, Windows 7 will provide the best gaming performance of any Windows operating system and will support SLI (multi-GPU gaming), 3D Vision and PhysX on day 1.

Read full story at Windows Partner Blog.

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AMD just announced the WHQL-certified ATI Catalyst (TM) 9.7 Unified Driver (you can download the ATI Catalyst driver here). This is a crucial piece of the puzzle designed to help you get the most out of your ATI Radeon (TM) graphics technology when running Windows 7. This, combined with the upcoming DirectX® 11- (DX11) enabled ATI Radeon graphics cards, will help deliver something we like to call The Ultimate Visual Experience (TM).

Read full story at Windows Partner Blog.

2097
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With the power of upcoming many-core architectures Intel is developing, real-time ray tracing (using the physics of light to realistically render an interactive 3D scene) comes closer and closer to the desktop. At Research@Intel Day 2009, Intel researchers showcased the latest innovations from our Real-time Ray Tracing project, including more realistic 3D water and the ability to render more than 500 animated characters at once, and showed a version rendering multiple camera views on a stereoscopic display, in which viewers can see the 3D depth of the scene without the need for special glasses. See video from Research@Intel Day 2009 for more info.

2098
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Pyrit takes a step ahead in attacking WPA-PSK and WPA2-PSK, the protocols that protect today's public WIFI-airspace.

Pyrit's implementation allows to create massive databases, pre-computing part of the WPA/WPA2-PSK authentication phase in a space-time-tradeoff. The performance gain for real-world-attacks is in the range of three orders of magnitude which urges for re-consideration of the protocol's security. Exploiting the computational power of Many-Core- and other platforms through ATI-Stream, Nvidia CUDA, OpenCL and VIA Padlock, it is currently by far the most powerful attack against one of the world's most used security-protocols.

2100
Download via Guru3D.

No changelog available. No new additions to SLI profiles since 190.38

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