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3D-Tech News Around The Web / Phong Tessellation Demo
« on: March 05, 2010, 04:27:39 PM »
|Phong Tessellation Demo|

Author: Tamy Boubekeur ( -
Version: 0.9
Related publications:
 - Original technique: Phong Tessellation. Tamy Boubekeur and Marc Alexa. SIGGRAPH Asia 2008 - ACM Transaction on Graphics, vol 27.
 - Extension to Quad and TriQuad Meshes: As Simple As Possible Tessellation for Interactive Applications. Tamy Boubekeur. GPU Pro - Advanced Rendering Techniques. A.K. Peters, 2010.

This demo has not been optimized by any mean and has for only purpose to illustrate the visual improvement offered by Phong Tessellation.
It is not bug-free, use it at your own risks.

This demo requires OpenGL 2.0 hardware and has been tested on Windows Vista with a proper OpenGL driver installed. The directory contains all useful dlls, namely: QT dlls and mingw dll.

Use the mouse on the rendering window to navigate around the model. The right panel allows to select the model (triangle-based, quad-based and triquad-based) and to set up various parameters.

This video shows highlights from NVIDIA's CUDA Day in San Francisco, Feb. 4, 2010. Presenters include Siemens Medical (Roee Lazebnik), Kaspersky Lab (Roel Schouwenberg), Cyberlink (Tom Vaughan), Adobe (Karl Soule), Muvee (Elvin Low), Agilent, (Amolak Badesha), MotionDSP (Mike Sonders).

3D-Tech News Around The Web / Fraps 3.1.2 Released
« on: March 05, 2010, 04:04:22 PM »
Fraps 3.1.2 Released


- Fixed STALKER: Call of Pripyat not loading with Fraps running
- Fixed slow recording speeds for some users in Battlefield: Bad Company 2
- Fixed Guild Wars crashing when moving between zones
- Fixed videos being recorded at double width on some nvidia configurations
- Fixed colors being inverted in video captured from some DX10 games
- Fixed multiple FRAPS32.DLL crashes

3D-Tech News Around The Web / OpenGL Extensions Viewer 3.17 available
« on: March 05, 2010, 09:53:07 AM »
Release  3.17 for Windows XP/Vista/7 and 64-bit and for MacOS 10.2 or later (PPC/x86)

New renderers added. Updated MacOSX interface. Removed enumerations of fixed pipeline in OpenGL 3.0 forward contexts.

Download It Now

Or View it Online

Some highlights:

    * Blizzard Entertainment Re-imagines Starcraft* introduces one of the most anticipated PC game sequels of all time: Starcraft II*: Wings of Liberty. Picking up the story four years later, this breakthrough RTS pushes the envelope with new 3D graphics and in-game cinematics that come to life on the latest PCs.
    * Avatar* Collaboration Leaps Into the Third Dimension lets gamers experience Pandora two years before the events of the film, including new adventures and new heroes. Will you play for Team Na'Vi or Team RDA? Either way, the PC version takes advantage of S3D technology and rocks on multi-core processors.
    * Ticker Tape: A Scalable 3D Particle System is a technical look at Intel's new game technology demo and source code. Created to illustrate a simple and effective way to simulate 3D particle behavior when encountering air resistance and wind, the Ticker Tape source code is free to use. Download link included.
    * Inside ... R.U.S.E.* brings WWII strategies and gynormous battlefields to multi-touch screens, jumping on the early-adopter bandwagon to take advantage of this emerging control method. Coupling hands-on capability with a multi-threaded game performance that scales with your PC, Eugen Systems has staked its claim.

Tom Petersen Director of Technical Mkt at NVIDIA describes how the performance of GeForce GTX 480 compares to existing solution. We highlight the different aspects of the benchmark and how the new GeForce excels in tessellation. Tom also offers a quick peak at how 3DVision Surround is pushing PC gaming forward

Video at Youtube

3D-Tech News Around The Web / Just cause 2 - DX10/CUDA demo available
« on: March 04, 2010, 07:24:14 PM »
Download demo via Steam
CUDA usage is superficially explained in press release
Windows demo is 32 bit only, retail version is said to support 64 bit
Developer Humus tells you why they choose to support DX10 only

3D-Tech News Around The Web / Fixstars Launches Linux for CUDA
« on: March 03, 2010, 09:52:22 PM »
Multicore software specialist Fixstars Corporation has released Yellow Dog Enterprise Linux (YDEL) for CUDA, the first commercial Linux distribution for GPU computing. The OS is aimed at HPC customers using NVIDIA GPU hardware to accelerate their vanilla Linux clusters, and is designed to lower the overall cost of system deployment, the idea being to bring these still-exotic systems into the mainstream.

Full story at HPCwire

3D-Tech News Around The Web / Deferred Rendering Demystified
« on: March 02, 2010, 05:16:31 PM »
This article is a design article about implementing deferred rendering. The motive behind it is that while there have been many articles and presentations about the concepts behind deferred rendering ..., there is very little information about how to approach it from a design standpoint.

PC Games Hardware has been able to take close-up pictures of a Fermi graphics cards that is installed in one of Nvidia's demo systems. The PC is running at a booth in hall 17 and shows the GF100/Fermi tech demo Supersonic Sled.

This is a WHQL-certified driver for GeForce 6, 7, 8, 9, 100, and 200-series desktop GPUs and ION desktop GPUs.

New in Version 196.75

    * Adds support for Next Generation ION.
    * Adds support for GeForce GT 320, GeForce GT 330, and GeForce GT 340.
    * Upgrades PhysX System Software to version 9.10.0129.
    * Upgrades HD Audio driver to version (for supported GPUs).
    * Increases performance in several PC games from v196.21 WHQL. The following are examples of measured improvements. Results will vary depending on your GPU and system configuration:

          o Up to 13% performance increase in Crysis: Warhead with a single GPU
          o Up to 30% performance increase in Crysis: Warhead with SLI technology
          o Up to 13% performance increase in H.A.W.X with single GPU
          o Up to 15% performance increase in H.A.W.X with SLI technology
          o Up to 30% performance increase in Left 4 Dead with single GPU
          o Up to 28% performance increase in Left 4 Dead with SLI technology

    * Adds SLI and multi-GPU support for top new gaming titles including Assassin Creed II, Battlefield: Bad Company 2, Command and Conquer 4: Tiberium Twilight, Grand Theft Auto IV: Episodes from Liberty City, Mass Effect 2, Napoleon: Total War, and Zombie Driver.
    * Enhanced SLI support for World of Warcraft and Unigine.
    * Adds override anti-aliasing support for Mass Effect 2.

WGL_NVX_DX_interop has been removed
Optix is working again under Vista64

DirectWrite and Direct2D are Windows Vista and Windows 7 APIs for text and 2-D graphics that can be hardware accelerated.

This is brand new code and there are sure to be bugs. If you'd like to help us test these changes and you're on a supported platform, please download the latest nightly build and make these changes to enable the features:

   1. Enter 'about:config'
   2. Click through the warning, if necessary
   3. Enter gfx.font in the 'Filter' box
   4. Double-click on 'gfx.font_rendering.directwrite.enabled' to set it to true
   5. Below this, right click and select New > Integer to add a pref setting
   6. Enter 'mozilla.widget.render-mode' for the preference name, 6 for the value
   7. Restart

(To disable, set gfx.font_rendering.directwrite.enabled to false, delete mozilla.widget.render-mode, then restart.)

3D-Tech News Around The Web / Bullet 2.76 SDK available
« on: February 28, 2010, 06:41:31 AM »
The new Bullet 2.76 SDK includes several new features and improvements. The new btInternalEdgeUtility avoid collisions against internal edges for smooth sliding along a triangle mesh. The cross-platform cmake build system support is improved and preparations are made towards upcoming OpenCL GPU acceleration for Bullet 3.x.

The new binary file format improves current and future tools support for Bullet.

The extensible .bullet file serialization is cross-compatible between 32/64bit, little and big endian, single and double precision and different Bullet SDK versions.  This means you can export a .bullet file in Maya 64bit on a little endian Intel machine and import it on a 32bit big endian PlayStation 3.

For download of Bullet,  the new Maya Dynamica plugin and further information see

3D-Tech News Around The Web / CryENGINE 3 I3D 2010 Trailer
« on: February 27, 2010, 05:37:14 PM »
Cascaded light propagation volumes for real time indirect illumination
Crytek has released a new CryENGINE 3 trailer, celebrating the launch of their latest all-in-one game development solution introduced at GDC Expo 2009. Thanks: Blues/inCrysis. CryENGINE 3 is the first development platform for Xbox 360, PlayStation 3, MMO, DX9/DX10, and includes the CryENGINE 3Sandbox level editor, a production-proven, 3rd generation "What you see is what you play" (WYSIWYP) - tool designed by and for professional developers. CryENGINE 3 comes with significant new features specifically designed for console, online, MMO and Next-Gen game development.

3D-Tech News Around The Web / Blender Physics Fun
« on: February 25, 2010, 09:38:07 PM »
This video on YouTube has additional information in the subtitles.


The February 2010 version of Cg 2.2 includes these improvements:

    * Require EXT_gpu_shader4 in GLSL when using bit shift/mask instructions
    * HLSL semantic VFACE is now accepted as an alias for semantic FACE
    * Improved our handling of extensions on older versions of OpenGL
    * Fixed a problem with geometry shaders on Solaris
    * Modified example gs_simple to explicitly use the GLSL profiles if supported
    * Enhanced cgfxcat to work for program files as well as effect files

3D-Tech News Around The Web / WebGL GPU accelerated matrix operations
« on: February 25, 2010, 08:55:13 PM »
A number of people have been talking about the possibilities for a “WebCL” — that is, an extension like WebGL that would allow general-purpose graphics-card-based computing from JavaScript, like OpenCL and its Nvidia-only predecessor CUDA allow from native client-based applications. Doing this would remove many of the bottlenecks people worry about when thinking of porting high-end 3D games to WebGL — imagine if all of your physics simulations could be offloaded to the graphics card.

Full story at LearningWebGL

3D-Tech News Around The Web / (PR) Trinigy Announces Vision Engine 8
« on: February 24, 2010, 05:34:23 PM »
The latest version of Trinigy’s game engine expands platform support by bringing the full creative power and performance of the Vision Engine to browser-based games

Eningen, Germany / Austin, TX – February 23, 2010 – Trinigy, an industry leading 3D game engine provider with over 125 licensees and offices in Germany and Austin, TX, today announced the upcoming version of its multi-platform Vision Engine. In addition to many features designed to expand developers’ artistic freedom and to boost performance across platforms, Vision Engine 8 boasts a new browser plug-in called WebVision that brings all of the creative power of the new version to browser-based gaming. Vision Engine 8 will be on display at the Game Developer Conference in San Francisco (March 11-13) in booth 1334.

Trinigy’s Vision Engine has been carefully optimized to support all major platforms (PC, Xbox360®, PLAYSTATION®3 and Nintendo Wii®) and any genre of video game. The Company now brings its advanced design to one additional platform: browsers. Vision Engine 8’s WebVision is a downloadable plug-in for all common web browsers. Game developers can now work with the Vision Engine and its wealth of features, and quickly create stunning 2D or 3D browser-based games complete with animated characters, rich graphics, believable AI, physics, effects and more.

“The major platforms remain our core focus; however we cannot overlook the popularity of games delivered through and played in browsers,” said Dag Frommhold, managing director at Trinigy. “This new version of the Vision Engine delivers even greater workflow efficiencies, more impressive visual quality and more optimized performance for all the platforms we support; and with a few easy clicks, delivers those same benefits to studios developing for browser-based games as well.”

In addition to WebVision, Vision Engine 8 offers:

Extended Havok Physics Integration - Developers will be able to simulate static meshes, terrains, rigid bodies and character controllers using Havok Physics. A connection to the Havok Remote Debugger is also available.

DX 11 Support – Vision Engine 8 now supports Microsoft® DirectX® 11 graphics processors and features such as Shader Model 5.0 support, advanced soft shadows and tessellation to help developers
create more detailed graphics at smoother frame rates.

Enhanced Multithreaded Support – Vision Engine 8 has been optimized to run on Intel® six-core hyperthreaded processors, which are capable of running up to 12 threads in parallel.

Sophisticated Water Shader – Vision Engine 8 provides a new, visually compelling water rendering system. Creating realistic water surfaces from rivers to oceans is now a matter of a few mouse clicks.

New Post-processing Framework – Vision Engine 8 provides a new, highly modular post-processing system that seamlessly integrates with both the forward and deferred renderers of the Vision Engine. New post-processing features – such as a new sun glare renderer – are included as well.

Console Resource Viewer – Initially available just for PC developers, Trinigy has extended the Vision Engine’s resource viewer to support all major platforms (Xbox360, PS3, Wii), enabling developers to know exactly how their platform’s memory is used and to optimize it’s performance as necessary.

Perforce Integration – Vision Engine offers a seamless integration into Perforce to enable better versioning of assets and more secure asset management within complex production environments.

LUA Remote Debugger – A new debugger for LUA scripts allows developers to inspect and debug script code of a running game.

New Audio System – Vision’s built-in sound system has been extended and optimized to provide streaming performance and to support additional sound formats.

Pricing and Availability
Like previous versions, Vision Engine 8 has tailored, royalty-free licensing models for large-scale productions, as well as casual or downloadable game projects (XBLA, PSN, WiiWare).

The Vision Engine 8 SDK will be available in April 2010. For more information, check out or visit Trinigy’s booth (#1334) at GDC 2010. To schedule a private demo, contact

3D-Tech News Around The Web / Just Cause 2 - no Windows XP support
« on: February 24, 2010, 05:24:47 PM »
...word’s out that the unhinged free-roamer won’t work on Windows XP’s an odd decision...

Full story at RPS

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