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Topics - Stefan

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2441
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]

2442
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.

2443
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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.

2444
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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.

2446
Download via Guru3D.

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

2447
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Flexibility seems to be the name of the game when it comes to describing Larrabee, Intel's next-generation visual computing microarchitecture. From new realms of development choice to actual implementation, Larrabee's strategic and tactical flexibility are discussed in these two articles.

Rasterization on Larrabee: Adaptive Rasterization Helps Boost Efficiency

    For Mike Abrash, Rad Game Tools programmer and graphics-programming expert, it was simply common sense: You don't rasterize in software if you're trying to do GPU-class graphics, even on a high-performance part such as Larrabee. Turns out, he was wrong.
    In this second article by Dr. Dobb's, Mike takes a close look at how the Larrabee team at RAD applied Larrabee New Instructions to rasterization and, in the process, redesigned their implementation to take advantage of the strengths of Larrabee's CPU-based architecture.

>Read it now

An Interview with Intel's Mike Burrows

    Developing new computing hardware requires two things: an understanding of current industry trends and a long-term strategic view of where technology is going. Lucky for us, that's exactly what Mike Burrows has his sights on.
    Long-time Microsoft veteran and founder of its graphics advisory board, Mike is now Intel's Senior Graphics Software Architect Manager. In this Q&A article written by Gamasutra, Mike gives his views on where the industry is going and how upcoming technologies like Larrabee can help take developers into the future.

>Read it now


2448
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For the past week and a half, we've been hearing rumors citing various dates for the launch of AMD's DirectX 11 graphics cards… ranging from GDC in China to newly invented delays that would push the launch window in to November.

However, all of these rumors are false, given that AMD has firmed its "Cinema 3.0/DirectX 11" launch.

Read full story at BSN.

2449
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Blitz CTO Andrew Oliver has revealed to GamesIndustry.biz that the approximate extra cost of putting 3D technology into a game is around "an extra 10-15 per cent" in terms of additional content.

Read full story at GamesIndustry.biz.

[via]

2450
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COLONIA|3D
What did our city look like 2000 years ago?

Answers to this question are being provided by a 3D reconstruction of Roman Cologne. The unique research project Visualisation of Roman Cologne has succeeded for the first time in producing, in real time, a model of the city at a certain point in time that is fully navigable in its entirety. It is now possible to stroll through the whole of Roman Cologne, to see the buildings in their actual urban context and to walk around them.

Get the VRS based realtime application and make sure to have lots of free RAM!

2451
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SOFA is an Open Source framework primarily targeted at real-time simulation, with an emphasis on medical simulation. It is mostly intended for the research community to help develop newer algorithms, but can also be used as an efficient prototyping tool. Based on an advanced software architecture, it allows to:

    * create complex and evolving simulations by combining new algorithms with algorithms already included in SOFA
    * modify most parameters of the simulation – deformable behavior, surface representation, solver, constraints, collision algorithm, etc. – by simply editing an XML file
    * build complex models from simpler ones using a scene-graph description
    * efficiently simulate the dynamics of interacting objects using abstract equation solvers
    * reuse and easily compare a variety of available methods

Check out their GPGPU Examples using CUDA.


2452
3D-Tech News Around The Web / Dead code stripper
« on: July 23, 2009, 05:56:11 AM »
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What's all this about?
    * DeadStrip is a tool designed to perform dependency analysis and dead function/data removal on MinGW/gcc generated object files.

What is 'dead code stripping' anyway?
    * Removing code from your executable file that can be proven not to be in use. This reduces the total size of your apps.

2453
Maciej Matyka compares GPU to CPU with some small examples (ratio 12:1 on my rig).
Actually he has a lot of interesting stuff on his homepage.



 

2454
3D-Tech News Around The Web / ATI Catalyst 9.7 WHQL available
« on: July 23, 2009, 05:20:37 AM »
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Performance Improvements
 
Catalyst™ 9.7 brings performance benefits in several cases where framerates are CPU-
limited. Some measured examples are:
 
z  Crysis - performance at very high quality preset increases by up to 8% on HD4800 series
products 
z  Lost Planet Colonies - performance increases by 7-11% when 8x Anti-Aliasing  is used on
the HD4800 series products
 
Resolved Issues for All Windows Operating System
 
This section provides information on resolved issues in this release of the ATI Catalyst™
Software Suite for all Windows OS. These include:
 
z  Added support for OpenGL extensions: EXT_provoking_vertex and EXT_vertex_array_bgra
z  Catalyst Control Center in some multi-display configurations Extend Desktop no longer
causes the secondary display to become the primary display
z  Catalyst Control Center, "Make Primary" option no longer fails to function in some
"Extended Desktop" modes
z  Opening Catalyst Control Center no longer results in an error message when using Dual
Adapters with a non-ATI ASIC and ATI ASIC
z  Catalyst Control Center, HDMI configuration aspects no longer fail to launch on some
systems
z  Catalyst Control Center hotkeys now toggle through all desktop modes 
z  Catalyst Control Center: Default HDTV modes can now be enabled properly
z  Catalyst Control Center duplicated display options no longeer become available in some
multi-adapter configurations
z  Interlaced modes can now be applied on HDTV supported DFP panels even when forced via
Catalyst Control Center
z  Confirmation dialog box now appears when applying HDTV 720p and 1080i formats; the
resolution will be applied automatically
z  Catalyst Control Center, add custom modes is now available in the Digital Panel HDTV
support page
z  Catalyst Control Center Advance Color page, when enabling the advanced color settings the
preview window no longer blanks out
z  Catalyst Control Center Overdrive Auto-Tune no longer stops responding on some CrossFire
configurations 
z  Catalyst Control Center does not show a "System restart required ... " message for some multi
adapter CrossFire configurations

Don't get confused, ATI driver homepage didn't update version number.

2455
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The CUDA Toolkit and SDK v2.3 are now released and available to all developers.

A brief overview of features--there are a lot:

    * The CUFFT Library now supports double-precision transforms and includes significant performance improvements for single-precision transforms as well. See the CUDA Toolkit release notes for details.
    * The CUDA-GDB hardware debugger and CUDA Visual Profiler are now included in the CUDA Toolkit installer, and the CUDA-GDB debugger is now available for all supported Linux distros. (see below)
    * Each GPU in an SLI group is now enumerated individually, so compute applications can now take advantage of multi-GPU performance even when SLI is enabled for graphics.
    * The 64-bit versions of the CUDA Toolkit now support compiling 32-bit applications. Please note that the installation location of the libraries has changed, so developers on 64-bit Linux must update their LD_LIBRARY_PATH to contain either /usr/local/cuda/lib or /usr/local/cuda/lib64.
    * New support for fp16 <-> fp32 conversion intrinsics allows storage of data in fp16 format with computation in fp32. Use of fp16 format is ideal for applications that require higher numerical range than 16-bit integer but less precision than fp32 and reduces memory space and bandwidth consumption.
    * The CUDA SDK has been updated to include:
          o A new pitchLinearTexure code sample that shows how to efficiently texture from pitch linear memory.
          o A new PTXJIT code sample illustrating how to use cuModuleLoadDataEx() to load PTX source from memory instead of loading a file.
          o Two new code samples for Windows, showing how to use the NVCUVID library to decode MPEG-2, VC-1, and H.264 content and pass frames to OpenGL or Direct3D for display.
          o Updated code samples showing how to properly align CUDA kernel function parameters so the same code works on both x32 and x64 systems.

    * The Visual Profiler includes several enhancements:
          o All memory transfer API calls are now reported
          o Support for profiling multiple contexts per GPU
          o Synchronized clocks for requested start time on the CPU and start/end times on the GPU for all kernel launches and memory transfers
          o Global memory load and store efficiency metrics for GPUs with compute capability 1.2 and higher

    * The CUDA Driver for MacOS is now packaged separately from the CUDA Toolkit.
    * Support for major Linux distros, MacOS X, and Windows:
          o MacOS X 10.5.6 and later (32-bit)
          o Windows XP/Vista/7 with Visual Studio 8 (VC2005 SP1) and 9 (VC2008)
          o Fedora 10, RHEL 4.7 & 5.3, SLED 10.2 & 11.0, OpenSUSE 11.1, and Ubuntu 8.10 & 9.04

First look:
the Mandelbrot sample now requires compute capabilities 1.1 (as opposed to CUDA 2.2 sample)

2456
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In September of 2006, Call of Juarez was released by Ubisoft Entertainment after being developed by polish developer TechLand. Call of Juarez was powered by version 3 of TechLand’s Chrome Engine. It featured DirectX 9 and DirectX 10 renderers, and was one of the first games we ever saw that gave us a distinct advantage for running the game in DX10 mode. It could be argued that the graphics enabled by the game’s DX10 render path were not anything that could not have been done in DX9, but nevertheless, the DX10 renderer brought an improvement for Call of Juarez. Call of Juarez: Bound in Blood is essentially a prequel to Call of Juarez.

Watch reviews at:
HardOCP
x-bit labs
Computerbase

2457
3D-Tech News Around The Web / HWiNFO32 v3.10 available
« on: July 21, 2009, 05:03:29 PM »
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Changes in HWiNFO32 v3.10 - Released on: Jul-21-2009:

    * Updated reporting of Tcas and Trtp for Nehalem IMC.
    * Added EVGA X58 SLI motherboard specific sensor support.
    * Improved recognition of some LPCs.
    * Added reporting of max Turbo Operating Point for non-XE Nehalem CPUs.
    * Added nVidia GeForce G 105M and GeForce GT 220M.
    * Fixed reporting of current ratio and BCLK for Nehalem in Turbo Mode.
    * Fixed reporting of current Uncore and QPI clock on overclocked Nehalem.
    * Added nVidia N10E-GLM, N10E-GLM3, N10E-GS, N10P-NS, N10P-GLM, N10M-GLM, GeForce GTS 150M, Quadro NVS 170M (GT218).
    * Improved clock and sensor support of ATI R7xx family.
    * Added recognition of Intel LE80578 processor.
    * Added support of IBM ThinkPad Embedded Controller for monitoring.
    * Added option to automatically show sensor status and minimalize application after startup.
    * Enhanced monitoring support for certain DELL machines.
    * Enhanced support of ATI RS880 chipset and GPU (RADEON HD 4200).
    * Added reporting of GMCH temperatures for Intel 945xM, 965xM and Mobile 4-series chipsets (if BIOS enabled).
    * Added support of some Compal Embedded Controllers for monitoring.
    * Several other minor updates and bugfixes.

2458
Except from certification no change compared to 190.38 beta.

Get it from NVIDIA.

2459
3D-Tech News Around The Web / NVIDIA GPU Computing Online Seminars
« on: July 21, 2009, 04:35:27 PM »
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This series will cover the basics of data parallel computing on GPU’s  leveraging NVIDIA’s CUDA architecture . Tutorials will cover many topics including C for CUDA, programming to the OpenCL™ API , using Direct X Compute and performance optimization techniques, presented by NVIDIA Developer Technology Engineering team and NVIDIA staff online to answer Questions.

Click here to view previously-recorded sessions.

2460
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Intel Corp. will start educating software developers to use its code-named Larrabee graphics processing units (GPU) efficiently and utilize their unique capabilities at Siggraph conference due in early August ’09. This is virtually the first time when Intel plans to publicly reveal ways of advanced utilization of Larrabee among more or less wide audience.

Read full story at x-bit labs.

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