« on: April 11, 2010, 06:57:47 AM »
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"I think graphics matter a lot," Yerli asserts. "It depends on the type of game. If graphics and technology, AI and physics provide you a better experience but a challenge, then ultimately it does matter. You can get an experience out of Crysis 2 you just don't get anywhere else."
Hi, this are some screenshots of a physic engine for .NET Iam working at for some month now - called 'Jitter'. It's my first attempt to make a physic engine (JigLibX was my first engine, but it's just a port of a c++ engine).
It uses accumulated impulses for the solver and mpr (xenocollide) for collision detection. It currently uses some code of Bullet for raycasting - I didn't had the time to implement that myself.
It's entirely written in C# and does not depend on the XNA framework - using it's own math classes. (The demo uses XNA). It's highly optimized for C# and pretty lightweight.
At the moment it does all the basic things a physic engine should do (Octree based trianglemesh collisions, constraints, stable simulation..). I hope to implement vehicle and cloth-simulation later.
You can download a compiled demo version here: http://jitter-physics.com
K-3D is free-as-in-freedom 3D modeling and animation software. It features a plugin-oriented procedural engine for all of its content, making K-3D a very versatile and powerful package.
K-3D excels at polygonal modeling, and includes basic tools for NURBS, patches, curves and animation. Give it a try!
K-3D 0.8 Release Notes
* Completely rewritten data storage for geometric meshes - good for rendering one million polygons at interactive rates.
* Introductory support for the LuxRender render engine.
* Experimental support for CSG operations.
* Introductory support for NURBS.
* Experimental material editor.
* New / rewritten support for 3DS, Collada, OBJ, MD2, Ogre, PLY, STL, and SVG files.
* Interactive Python Shell
* New CMake-based cross-platform build system.
* Over 300 regression tests run every night.
* Nightly coverage testing.
* New Mercurial-based version control.
* New website.
* New time-based release schedule - the next K-3D release will be October, 2010.
Changes from version 2.0.0 B3
Additional documentation for interop added to the OptiX reference manual.
Programming guide has been updated.
Slight modifications of the OptiX headers to remove any dependence on the CUDA run time if
using these headers. You should not need to update your code.
Added simpleGLTexInterop sample to demonstrate how to use the new texture interop
functionality of OptiX.
Mouse interactions with sutil’s Mouse class will now ignore interactions that result is setting the
camera with NaNs or Infs.
Added support for non-affine transforms in Transform nodes.
Some fixes for the new GL interop functions.
Fixed problem with memory fragment errors when using many acceleration structures.
OptiX shared libraries now depend on 3.0 release version of the CUDA cudart library.
Known limitations with version 2.0.0 Beta 4:
OptiX will choose to ignore older devices if a SM 2.0 device (i.e. “Fermi” class) is present in the
The Lbvh acceleration structure builder is known to fail in single GPU Linux systems and while
using multiple GPUs in all OSes. Please use a different builder for the time being.
There currently is a concurrent texture limit of 128 textures. This limit will be either increased, or
entirely removed in the future, although large numbers of textures will always be likely to
negatively impact performance. An error is returned by OptiX if this limit is exceeded.
Texture arrays and mip maps are not yet implemented.
Applications that use RT_BUFFER_INPUT_OUTPUT or RT_BUFFER_OUTPUT buffers on
multiGPU contexts must take care to ensure that the stride of memory accesses to that buffer is
compatible with the PCIE bus payload size. Using a buffer of type RT_FORMAT_FLOAT3, for
example, will cause a massive slowdown; use RT_FORMAT_FLOAT4 instead.
Linux only: due to a bug in GLUT on many Linux distributions, the SDK samples will not restore
the original window size correctly after returning from full-screen mode. A newer version of
freeglut may avoid this limitation.
Performance on Windows Vista and Win 7 should be expected to be somewhat slower than XP
due to the inherent nature of these operating systems
Soon after EVGA laid its hands on stocks of GeForce GTX 480 graphics cards, it claims from an internal test that 4-way SLI is possible on the reference design GTX 480 graphics cards.
Mozilla has advanced fast in the browser segment and is found on almost every third computer, depending on source and survey. Never have so many expected so much from the company, but it has remained true to its focus on features and performance, where new competition from Google has raised the bar. Mozilla is said to have several important things on its agenda for coming versions of Firefox and this includes GPU acceleration and separate processes for extensions.
Introducing a system for separate processes is closest at hand where you for example will be able to run Adobe Flash as its own process and where extensions with stability problems will not affect the browser as a whole. Something Google Chrome has been offering for some time. This is a feature that is expected to be introduced by the end of Q2, I.e. June.
GPU acceleration is another hot topic and here Mozilla hopes to offer Direct2D support in an update for Gecko 1.9.3, slated for October launch. Unfortunately this release doesn't include the Direct2D acceleration, but will be added later on, but hopefully not that much later.
The next step is Direct3D support, but this is not something it has even put up guidelines for.
Six years into the world of multicore processors, there's an entire universe of parallel programming tools and tips at your disposal to help your development. Hone in on the newest parallel programming models, software tools and best practices in the latest Parallel Universe magazine.
Explore how to build parallelism into existing programs without elaborate changes, and exponentially increase scalable performance across a range of apps and industries. Here's a glimpse at what's in this issue:
* Think Parallel: Good Programming Starts with the Developer. James Reinders, Intel® Software Development Products director, provides a preview of software innovations coming later this year.
* Where Are My Threads? Looking for more insight on how your parallel workload is distributed or scheduled across available cores/processors? Explore how the event-based sampling technology of Intel® VTune™ Performance Analyzer identifies system-wide software performance problems such as clock ticks and cache misses.
* Advisor Origins. As you change your app to make it ready to introduce parallelism, your test suite can be your biggest asset. Discover how you can improve analyzing your app's existing sequential implementations for refactoring or redesign to exploit parallel execution.
Download the magazine and expand your parallel programming expertise with all the latest tricks.
*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
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.
* 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.
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.
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.
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.
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.