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Topics - Stefan

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This fourth article in a series on portable multithreaded programming using OpenCL™ will discuss the OpenCL™ runtime and demonstrate how to perform concurrent computations among the work queues of heterogeneous devices.

It is important that OpenCL developers understand the thinking behind the OpenCL runtime model that allows developers to create application binaries that can automatically adjust – without recompilation - to run efficiently on a wide variety of hardware configurations. In short, programmers can use OpenCL command queue execution and events to specify runtime dependencies between arbitrary queued commands – effectively defining the links in a dependency graph that can be optimized by the runtime to best use the available hardware configuration and resources.

3D-Tech News Around The Web / Sapphire Trixx 3.06 Beta
« on: March 10, 2011, 10:35:21 PM »
Download here

Build from March, 7th with HD 6990 support.
Works fine with HP notebook except from BIOS recognition.
Optionally you can install a sidebar gadget.

3D-Tech News Around The Web / NVIDIA FXAA
« on: March 10, 2011, 10:14:48 PM »

The first version of FXAA, the pixel shader based anti-aliasing method I developed at NVIDIA, is out in the wild.

Can see a screen shot comparison of FXAA on slide 48 of Johan Andersson's DirectX 11 Rendering in Battlefield 3 GDC presentation. There will also be a DX11 SDK sample released soon on the NVIDIA developer page. Game developers who want to check out a mixed DX9/DX11/OpenGL sample pack (includes source and white paper) can email me directly.

Symbolic Differentiation in GPU Shaders

Brian Guenter, John Rapp, and Mark Finch
March 2011

Derivatives arise frequently in graphics and scientific computation applications. As GPU's become more widely used for scientific computation the need for derivatives can be expected to increase. To meet this need we have added symbolic differentiation as a built in language feature in the HLSL shading language. The symbolic derivative is computed at compile time so it is available in all types of shaders (geometry, pixel, vertex, etc.). The algorithm for computing the symbolic derivative is simple and has reasonable compilation and run time overhead.

3D-Tech News Around The Web / AMD Catalyst 11.4 preview
« on: March 08, 2011, 07:05:45 PM »
Changelog here
Direct download here

Supports all contemporary desktop GPUs.

comes with APP2.4 beta, which exposes a 14th OpenCL extension in CPU mode.

407 profiles in UMD, recent first:

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Fractal Lab is a WebGL based fractal explorer allowing you to explore 2D and 2D fractal. The fractals are rendered using the OpenGL Shading Language (GLSL) to enable real-time interactivity.

GroundWiz RTS Demo and Benchmark tool.

This application showcases GroundWiz RTS (Real-Time Shaders) technology. At minimum, DirectX 9 compatible graphics cards are required. If DirectX 11 is available, terrain rendering will also use displacement, tessellation and higher detail ground surface.

CUDA Toolkit 4.0 RC (March 2011)

Release Highlights

Easier Application Porting

    * Share GPUs across multiple threads
    * Use all GPUs in the system concurrently from a single host thread
    * No-copy pinning of system memory, a faster alternative to cudaMallocHost()
    * C++ new/delete and support for virtual functions
    * Support for inline PTX assembly
    * Thrust library of templated performance primitives such as sort, reduce, etc.
    * NVIDIA Performance Primitives (NPP) library for image/video processing
    * Layered Textures for working with same size/format textures at larger sizes and higher performance

Faster Multi-GPU Programming

    * Unified Virtual Addressing
    * GPUDirect v2.0 support for Peer-to-Peer Communication

New & Improved Developer Tools

    * Automated Performance Analysis in Visual Profiler
    * C++ debugging in cuda-gdb
    * GPU binary disassembler for Fermi architecture (cuobjdump)

Public download: CUDA Toolkit 4.0 Overview

3D-Tech News Around The Web / AMD FirePro Mobility Driver 8.773 WHQL
« on: March 03, 2011, 09:28:56 PM »
Hewlett Packard

"ATI FirePro M5800" = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C0&SUBSYS_1521103C
"ATI FirePro M5800 " = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1&SUBSYS_1521103C
"ATI FirePro M7820" = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68A0&SUBSYS_1520103C
"ATI FirePro M7820 " = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68A0&SUBSYS_1520103C


"ATI FirePro M7740" = ati2mtag_M9x7, PCI\VEN_1002&DEV_94A3&SUBSYS_02EF1028
"ATI FirePro M7740 " = ati2mtag_M9x7, PCI\VEN_1002&DEV_94A3&SUBSYS_12EF1028
"ATI FirePro M7820 (FireGL)" = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68A0&SUBSYS_12EF1028

PCGH reports that AMD uses Furmark 1.8.2 to compare LLano to Sandybridge.

AMD found a bug: displacement mapping fails with Intel GPUs

3D-Tech News Around The Web / Heaven Benchmark 2.5
« on: March 02, 2011, 09:33:36 PM »
Changes in version 2.5

    * Added Professional edition
    * Improved support of various GPUs
    * Added support of indirect occlusion (SSDO) to simulate real-time global illumination
    * Improved stability on multi-hour runs
    * Fixed Windows GUI launcher compatibility issues
    * Improved quality of ambient occlusion
    * Fixed minor content glitches
    * Added user manual
    * Improved Windows installer

3D-Tech News Around The Web / Fraps 3.3.1 Released
« on: March 02, 2011, 09:17:25 PM »
Fraps 3.3.1 - 1st Mar 2011
- Fixed Fraps not detecting Agrar Simulator 2011 and some D3D9Ex applications
- Fixed wrong capture dimensions for Fallout 3/New Vegas & Milkdrop
- Fixed counter showing over frames in IE9 beta
- Fixed stereoscopic capture not working in half-size mode for some games
- Additional minor bug fixes

AMD Fusion APU Llano in a Multi-Tasking Technology Demonstration

AMD's Fusion APU code-named Llano handles high definition graphics and video with ease and excellent power efficiency. In this demonstration, The Llano APU goes head-to-head in visually intense workloads against a system based on Intel Core i7-2630QM based on the Sandy Bridge architecture.

Looks like Catalyst 11.3 is around the corner...

AMD G-Series T44R and T52R APUs vs. Intel Atom N270 and 230 Processors for Embedded Applications

Satisfy the performance demands of your low power embedded applications with the AMD Embedded
   G-Series platform.  The world’s first embedded APU with a brand new low power x86 CPU core and
   advanced discrete class GPU in a single chip. These APUs offer outstanding performance and energy
   efficiency without compromising performance or compatibility.

AMD G-Series T56N and T40N APUs vs. Intel Atom D525 Processor for Embedded Applications

   Satisfy the performance demands of your low power embedded applications with the AMD Embedded
   G-Series platform.  The world’s first embedded APU with a brand new low power x86 CPU core and
   advanced discrete class GPU in a single chip. These APUs offer outstanding performance and energy
   efficiency without compromising performance or compatibility.

Sintel ‘Lite’ – Character file for testing / learning

Durian team member Ben Dansie has published a reworked Sintel character that’s a *LOT* more smaller (in filesize), and should be much easier to work with.

3D-Tech News Around The Web / Intel D3D11 demo Shadow Explorer
« on: March 01, 2011, 07:10:30 PM »
Shadow Explorer is a sample application, with source code, that allows developers to work with several shadowing techniques, examine the performance versus quality tradeoffs of each one, and discover which is best suited for their game. In this first version of Shadow Explorer, we include four algorithms for evaluation: simple shadow maps, percentage closer shadow maps, variance shadow maps and exponential variance shadow maps. Each method is optimized for performance and exposes several variables, which allow the developer to further refine the technique in real time. Additionally, two scenes are provided to enable the developer to explore the strengths of each technique on different types of geometry.

Stereo Unprojection

This document exposes the technical problems faced in stereo with nvidia driver automatic mode when
the fragment position must be unprotected in mono space in the pixel shader.

How to enable steroscopic 3D in eDrawings

using eDrawings in 3D requires a few relatively easy steps to change the
default setting.  nViDia is working with eDrawings so future versions will
simply require a button click.  but, for now, follow these simple instructions
and get ready to put on your 3D glasses!

Date Published:

Kodu is a new visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The visual nature of the language allows for rapid design iteration using only an Xbox game controller for input (mouse/keyboard input is also supported).

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