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Topics - Stefan
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« on: September 16, 2009, 05:17:12 AM »
At CEDEC 2009, Sony Computer Entertainment exhibited the Physics Effects SDK. The Physics Effects SDK is a physics simulation engine optimized for the Cell Broadband Engine, which is provided as part of the PlayStation 3 SDK. Because the Physics Effects SDK is optimized for PlayStation 3, it can do physics simulations very fast, even though they are considered to impose a very high computing load. This could expand developers’ scope to include even more complex physical phenomena and mechanisms in games.
Watch video at DigInfo
« on: September 14, 2009, 07:17:50 PM »
So, given all the hype, what can we expect from OpenCL? Is it really simple? Is it portable? Will it replace other parallel programming models? It's still a little early; we've seen a multicore demonstration of OpenCL from AMD, a limited developer release from NVIDIA, and Apple is planning to release its next generation operating system in September, including OpenCL support. Yet we can prognosticate, given what we know about the language and related technologies.
Read full story at HPCwire
« on: September 14, 2009, 07:40:32 AM »
Bullet 2.75 is available for download now (SVN revision 1754)
* Smoothed Particle Hydrodynamics (SPH) fluids preview, thanks to Rama Hoetzlein for contributing this under the ZLib license! See Bullet/Extras/sph. The SPH fluids will be integrated into Bullet with two-way interaction, similar to cloth/soft body simulation.
* GPU physics kernels preview, in preparation for Bullet 3.x. Right now mainly CPU version, you can enable CUDA version manually. The OpenCL version is available in a separate branch. See Bullet/Demos/Gpu2/3dDemo
* 2D physics demo, with 2D and 3D object interaction, see Bullet/Demos/Box2dDemo
* New constraints: btHinge2Constraint,btUniversalConstraint,btGeneric6DofSpringConstraint, thanks to Roman Ponomarev
* Use ALT+Left/Middle/Right Mouse button+mouse motion for Maya-style camera navigation
* Re-enabled split impulse constraint solver option, to avoid adding momentum due to penetration recovery (includes SIMD support)
* Removed first argument 'localInertiaTensor, from btMultiSphereShape. Update your code by remove the first argument: it calculates its local inertia from its aabb now.
* Increased performance by disabling motion state synchronization for static/inactive objects.
Use btDiscreteDynamicsWorld::setSynchronizeAllMotionStates(true); for backwards compatiblity.
* Improvements in Soft Body simulation: added tetrahedral volumetric demos, allow for per-triangle/per-tetrahedron collision (pass 0 in generateClusters), increased stability for cluster collision, improved performance of bending constraint generation.
* Added pre-tick callback option, called at the start of each internal simulation substep.
* Added optimized capsule-capsule collider, useful for ragdolls.
* many bug fixes
« on: September 13, 2009, 07:26:36 AM »
AMD unveiled its next-gen GPU, and secretive networked gaming company OTOY used it to power a demo of Crysis running on an iPhone. Believe it or not, it really worked.
Read full story at Ars Technica
« on: September 11, 2009, 11:34:19 PM »
I seriously started looking at GPU computing during my PhD research at Stanford. At Stanford, I, along with others in the research community realized that the natural progression of programmable graphics was the evolution of the GPU into a more general purpose processor. We wrote one of the first SIGGRAPH papers on ray tracing with DX9-class GPU hardware to help prove the point. What was so motivating about the work was that this commodity processor, which was available in everyone’s PC, was following a Moore’s law cubed performance growth rate, way faster than the CPU. This begged the question: what could a PC do if it had multiple orders magnitude more computing horsepower than today? A total game-changer for the computational sciences as well as computer vision, AI, data mining, and graphics.
Read full story at TH
« on: September 11, 2009, 11:23:16 PM »
With six months of ATI CatalystTM driver blogs under our belt, we are seeing a growing engagement from the community via this blog site. Please keep up the great comments and suggestions and we will endeavor to answer as many as we can. So, without further ado - let me introduce the ATI Catalyst 9.9 Driver Release![via]
Game Optimizations: ATI CatalystTM9.9 Driver
With last month’s release of the ATI CatalystTM 9.8 driver, we saw huge game performance increases, given that, this month the driver team focused on other applications and optimizations.
ATI CatalystTM 9.9 Driver has no new features but does have the following resolved issues:
Anti-Aliasing support for Ghostbusters
ATI CrossFireXTM support for Resident Evil 5
Graphics corruption fix for Sims 3
ATI CatalystTM Control Center - Basic mode now responds appropriately after exiting Quick Adjust Video Settings
Edge enhancement and de-noise sliders in ATI Catalyst Control Center no longer lags or appears out of sync with mouse movement
Launching Hotkeys Manager in ATI Catalyst Control Center no longer causes an unhandled exception error
The “Desktop Rotation” page in ATI Catalyst Control Center no longer shows additional information for the second display when the secondary adapter is connected
HDMI is now detected properly as DTV (HDMI) instead of DTV (DVI) when the HDMI display is hotplugged for the first time
ATI Catalyst Control Center no longer displays error message when specific HDMI displays are hot unplugged and hotplugged back
Intermittent failures no longer occur with Cyberlink MediaShow Espresso once a transcoding process has been completed
And last but surely not least, my favorite community: ATI CatalystTM 9.9 driver for Linux!
Support for new Linux operating systems
This release of ATI Catalyst driver for Linux introduces support for the following new operating systems:
• openSUSE 11.1 production support
• SLED and SLES 10 SP3 early look support
To download the full release notes, click here.
« on: September 11, 2009, 07:19:51 PM »
On a closed event AMD didn't just introduce Ati Eyefinity for DirectX 11 Radeons (possible Radeon HD 5870), but showed a new Ruby technology demo, too. That's at least what first screenshots indicate.
Read full story at PCGH
« on: September 11, 2009, 06:51:01 PM »
Now, if you are a gamer you undoubtedly will be asking me “What games are going to support DirectX 11″? This is always a tightrope to walk for us as we are unable to pre-announce our technology partners titles and the specs around those titles; still, we want to give the consumer confidence that we’ve been assured there will be substantial titles in the market that take full advantage of your ATI Radeon DirectX 11-compliant graphics card. So, as this blog is published, here are the future DirectX 11 games we can talk about:
Dirt2 by Codemasters
BattleForge by EA
S.T.A.L.K.E.R: Call of Pripyat by GSC Game World
Read full story at AMD
« on: September 11, 2009, 06:48:52 PM »
With High-Definition (HD) video gone mainstream thanks to digital TV transition in different countries around the world and HD camcorders (such as AVCHD) becoming more affordable, there is now more demand for additional processing capability to edit and convert HD content. In order to edit and convert with relatively reasonable speed, end-users needed a PC with high-end CPU configuration…that is, until recently.
Consumers are now able to convert their video files leveraging their GPU hardware inside their PC. Simply put, with graphics cards and applications specially constructed to take advantage of the GPU, you are now able to tap into the massive amounts of parallel compute power, you may not even have been aware your PC had. Cool, huh?
Read full story at AMD
« on: September 11, 2009, 03:10:58 PM »
we released a bunch of new stuff for registered developers to use...The OpenCL Best Practices Guide will also be included in the next release of the CUDA Toolkit, but you can get a copy now
Read full story at NVIDIA
« on: September 11, 2009, 03:04:40 PM »
Crytek is to increase its commitment to games education by offering its market-leading CryEngine for free to universities across the UK.
Read full story at GamesIndustry.biz
« on: September 11, 2009, 07:06:55 AM »
The fourth issue of Intel® Visual Adrenaline magazine explores how game developers strive to create the highest possible level of immersion for players.
DiRT*2* offers up a more believable and fun ride with enhanced vehicle-handling dynamics.
Astronaut: Moon, Mars & Beyond created through a collaboration of game developers and NASA scientists and engineers, explores the future of virtual space exploration set in a unmatched lunar moonscapes and debris from nearby meteor impacts.
Solid-state drives from Intel deliver massive volumes of input and output operations per second—a huge productivity boost for developers.
Mythic Entertainment’s server farm is home to the many creatures that inhabit Warhammer® Online: Age of Reckoning.
A review of techniques for scaling ambient animations and improving the gaming experience wrap up issue four.
« on: September 10, 2009, 04:34:49 PM »
Arteria3d have just launched a new 3d content pack, focussing on an industrial theme. As well as viewing the promo pics, you can also download a 3d level to walk around in.
« on: September 10, 2009, 04:31:10 AM »
Direct3D 11 RTM
The August 2009 DirectX SDK contains the first official release of the DirectX developer resources for Direct3D 11, DXGI 1.1, Direct2D, and DirectWrite. Developers can now publish and distribute Direct3D 11 applications and games that leverage all of the software and hardware features of DirectX 11 in Windows 7 and Windows Vista.
To obtain the Direct3D 11 runtime, please obtain an RTM version of Windows 7 or follow the procedure described in KB 971644. For more details, see Direct3D 11 Deployment for Game Developers
« on: September 09, 2009, 09:13:58 PM »
September 9, 2009: Total Commander 7.5 FINAL is available now! There are many new functions. The most important are:
* Full Unicode support in most functions where it is possible, including FTP, ZIP packer, and plugin interfaces
* Help file now by default in HTML format (CHM). The old HLP file is still available online
* Support for file names longer than 259 characters (up to 1022) in most file operations
* The current directory above the file lists can act as a clickable bar ("breadcrumb bar")
* Protect the stored ftp passwords with a master password using AES256 encryption
* Start Lister, compare by content or synchronize dirs directly via command line parameters
* Comments (Ctrl+Z) can now have a max. length of 4095 characters, and support line breaks
* Synchronize dirs: Option to synchronize also empty directories, option to copy just specific file properties (like the time)
* Allow to use the Windows key for user-defined hotkeys
* On 64-bit Windows, allow to use 64-bit shell extensions in local menu (context menu)
* Copy files/directories to multiple target directories (or lnk files pointing to directories) in one operation
* Quick search with search dialog: Show button which allows to show only files/dirs matching the filter
* Choose different character encodings in Lister, full support for right to left text
* New internal association system, e.g. for using Total Commander from a USB stick
« on: September 09, 2009, 05:07:09 PM »
developed a game which allegedly squeezes all out of the HAVOK
Review at RPS
, download demo at DemoNews
« on: September 09, 2009, 04:23:57 PM »
GPU Flame Fractal Renderer for flam3 cosmic recursive fractal flames implemented on GPU. Requires a CUDA-capable graphics card.
-Replaced the random number generater with a Combined Tausworthe generator. This improves image quality for flames with large use of the various blur vars.
-Added opacity setting to xforms.
-Various changes to the render library.
-Massive performance increase, nearly doubling previous performance for iterations.
--Broke 1 BILLION iterations/sec!
-Fiddled with the threading code some more - flam4 no longer slows down the entire system while running.
« on: September 09, 2009, 04:20:52 PM »
multiDAC is intended to become a user-friendly tool for image- and videoprocessing in the field of deformation/movement analysis.
It is written in C# with some C routines using CPU/GPU parallelization (e.g. CUDA).
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