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Get the driver here

Note: The TCC driver does not provide CUDA–DirectX/OpenGL interoperability. It is a “non-display” driver, and NVIDIA GPUs using this driver will not support DirectX or OpenGL hardware acceleration.

  Par4All is a platform that merges various open source developments to aim at achieving the migration of software to multicore and other parallel processors.

Pa4All is an open-source environment to do source-to-source transformations on C and Fortran programs for parallelizing, optimizing, instrumenting, reverse-engineering, etc. on various targets.

The interest of the source-to-source approach is to capitalize on the real value of an application (its source!) and generating other sources that can be used by the better back-ends available: optimized compilers for a given processor, vendor compilers for embedded processors, CUDA or OpenCL for GPU, OpenMP, MPI... One source, run everywhere!

3D-Tech News Around The Web / The supercomputer on your desktop
« on: February 17, 2010, 07:06:46 PM »
While there's still a need for ginormous hardware, some traditional high-performance applications are already on the desktop and others are heading that way
Monumental improvements in desktop processing power, graphics processing unit (GPU) performance, network bandwidth and solid-state drive speed combined with 64-bit throughput have made the desktop increasingly viable for large-scale computing projects.

Full story at CW

3D-Tech News Around The Web / gDEBugger for OpenCL - Beta Program
« on: February 14, 2010, 01:19:21 PM »
Graphic Remedy is proud to announce the upcoming release of gDEBugger for OpenCL, a real-time OpenCL debugger, performance analyzer and computing memory optimizer.

gDEBugger CL will allow OpenCL based application developers to enjoy advanced debugging, profiling and memory analysis capabilities, helping them reduce development time, deliver high quality applications and significantly improve parallel computing performance.


3D-Tech News Around The Web / Fraps 3.1.1 Released
« on: February 12, 2010, 02:11:41 PM »
11th February 2010 - Fraps 3.1.1 Released

- Fixed detection of loading screens when recording with unlocked framerate
- Added product information to installer

3D-Tech News Around The Web / ATI Stream updates available
« on: February 11, 2010, 05:48:17 PM »
What’s New in SDK v2.01

    * Update release for ATI Stream SDK v2.0.
    * Support for Red Hat® Enterprise Linux® 5.3.
    * Support for debugging OpenCL™ with GDB on x86 CPUs under Linux® (see application note for more details).
    * Preview: Support for OpenCL™ / Microsoft® DirectX® 9 interoperability. Please see this knowledge base article for more information about this preview feature.
    * Additional OpenCL™ samples:
          o BoxFilter
          o FFT
          o GaussianNoise (under cpp_cl)
          o URNG
    * Stream KernelAnalyzer with OpenCL™ support (available for download separately from Stream KernelAnalyzer Product Page).
    * Various OpenCL™ compiler and runtime fixes and enhancements (see developer release notes for more details).
    * Support for ATI Radeon™ HD 5670 GPU and ATI Radeon™ HD 5570 GPU
What's New in Profiler Version 1.1

    * Added support for Stream SDK v2.01.
    * Fixed a bug where an app that uses a lot of video memory might fail to profile to completion.
    * Fixed a bug where the profiler might fail to run with an app that contains multiple project settings.
    * Fixed a bug where Visual Studio might crash after sorting the first column (Method) in the OpenCL Session panel.
    * Fixed a bug where Visual Studio might present an obsolete profile data.
    * Fixed IL/ISA support when the Debugging\Working Directory property is not empty.
    * Fixed ALUBusy's counter on ATI Radeon HD 5870 graphics cards.
    * Fixed WriteUnitStalled counter.
    * Added context menu support to copy IL/ISA text in the Code Viewer Panel.
What's New in KernelAnalyzer Version 1.4

    * Support for OpenCL™ (requires ATI Stream SDK v2.01).
    * Support for Catalyst™ driver 9.9-9.12.
    * Support for ATI Radeon™ HD 5870 graphics cards.
    * Support for ATI Radeon™ HD 5770 graphics cards.
    * Fixed issue where analysis of shader with complex flow control would fail.
    * Updated statistic names and descriptions.
    * Fetch instructions statistic now includes both texture and vertex fetch usage.
    * Compiler Output window now includes the OpenCL™ compiler build log (for warning and error messages).
    * Double-clicking on an OpenCL™ compilation error or warning will navigate to the reported line within the Source Code window.
    * Registered file extensions now supported automatically in file dialogs.
    * Object Code target now includes x86 assembly code for an OpenCL kernel.

3D-Tech News Around The Web / Firefox 3.7 alpha available, supports WebGL
« on: February 10, 2010, 08:41:33 PM »
1) Get it here

2) Enable WebGL

3) search in our forum for "WebGL" to get some samples  ;)

SpiderGL is a JavaScript 3D Graphics library which relies on WebGL for realtime rendering.

SpiderGL provides typical structures and algorithms for realtime rendering to developers of 3D graphics web application, without forcing them to comply with some specific paradigm (i.e. it is not a scene graph) nor preventing low level access to the underlying WebGL graphics layer.

A WebGL-enabled browser is needed to run the examples and demos!

» Direct3D 11 Samples

    * Detail Tessellation 11 (February 2010)
    * PN-Triangles 11 (February 2010)
    * Contact Hardening Shadows 11 (February 2010)

» Direct3D 10 Samples

    * Transparency Anti-Aliasing 10.1 (February 2010)
    * High Definition Ambient Occlusion 10.1 (February 2010)
    * Depth of Field 10.1 (February 2010)

3D-Tech News Around The Web / Futuremark patch round-up
« on: February 10, 2010, 05:48:26 PM »
Download mirror at TPU, fixes e.g. PhysX/Novodex test with more than 32 threads.

3D-Tech News Around The Web / MAXON CINEBENCH 11.5 available
« on: February 10, 2010, 05:45:26 PM »
Download from Maxon, supports 64 threads now!

Download mirror, no changelog yet

3D-Tech News Around The Web / Fraps 3.1.0 Released
« on: February 09, 2010, 05:36:56 PM »
3.1.0 - 8th Feb 2010
- Added option to capture videos with framerate locked or unlocked
- Fixed startup crash for some Intel i5/i7 configurations under Windows 7
- Minimum recording speed is now 1 fps to allow for time lapse recording
- Fixed vista desktop recording not capturing mouse cursor
- Fixed sound length for Vista/Win7 recordings
- Added large address support to 32-bit codec
- Fixed window starting off screen on some multi-monitor systems

3D-Tech News Around The Web / CopperLicht - fast WebGL JavaScript 3D Engine
« on: February 09, 2010, 05:34:42 PM »
CopperLicht is a JavaScript 3D engine for creating games and 3d applications in the webbrowser. It uses the WebGL canvas supported by modern browsers and is able to render hardware accelerated 3d graphics without any plugins.

Key Features

    * 3D World editor: CopperLicht comes with a full 3D world editor named CopperCube.
    * Many supported 3D file formats: .3ds, .obj, .x, .lwo, .b3d, .csm, .dae, .dmf, .oct, .irrmesh, .ms3d, .my3D, .mesh, .lmts, .bsp, .md2, .stl. and more, see below.
    * Incredibly fast: CopperLicht is highly optimized and able to render and animate even huge 3d scenes.
    * Simple to use: easily understandable SceneGraph API with lots of tutorials and examples in the documentation
    * Binary compilation: Unlike other WebGL 3D Engines, CopperLicht compiles your 3D meshes into a small, binary file which downloads quickly, reducing bandwith usage for your users. Simply import your 3D files into the CopperCube editor and publish it as CopperLicht scene.
    * Totally free: CopperLicht is free to use. Just download and go!

Advanced Micro Devices will put more focus on tightly integrating graphics processor cores into mainstream servers starting 2012 as it tries to increase system performance, a company executive said.

Full story at CW

3D-Tech News Around The Web / PhysX From Inside Out: RayFire Tool
« on: February 08, 2010, 05:07:16 PM »
Many CG artists are familiar with RayFire Tool – excellent plug-in for 3ds Max, focused on fracturing and objects demolition.
Mir Vadim, RayFire Tool creator, was kind enough to answers some of our questions, and tell us about RayFire development history and PhysX SDK  role in this process.

Full story at PhysXinfo

Biggle is a small extension wrapper library for OpenGL. It’s designed to be much smaller than most of the other ones, so that you only pay for the the extensions you actually use. It’d probably work well for 64K intros and other such.


    #include “biggle.h”



That’s it! And just link against biggle.lib

It should support the full range of current GL extensions, as listed at the OpenGL registry. If you find any problems with it, let me know and I’ll update it.


3D-Tech News Around The Web / Microsoft DirectX February 2010 available
« on: February 06, 2010, 03:04:54 PM »
Download SDK
Download Redist
What's New in the February 2010 DirectX SDK

This version of the DirectX SDK contains the following new features, tools, and documentation.

Improvements to PIX

PIX has much-improved support for analysis of programs that use Direct3D 11 features, including compute shaders, tessellation, and dynamic shader class linkage. PIX features such as pixel history, the shader debugger, the mesh viewer, frame counters, and screenshots now work for these Direct3D 11 programs.

The new "Playback Device" control in the Events pane enables the user to force PIX Direct3D playback to use the REF device.

Mesh viewer data can be exported to a CSV file by right-clicking the data tables displayed in the PreVS, PostVS, or PostGS views.

The texture viewer now supports the following additional formats:


XNAMath C++ SIMD Math Library

A minor revision to the library (version 2.02), includes a number of customer-reported fixes, optimizations, and improvements. Included are notable fixes to XMStoreColor(), XMQuaternionRotationMatrix(), XMVectorATan2(), and XMVectorATan2Est().

Direct3D 11 Deployment

The Direct3D 11 Deployment for Game Developers article and D3D11InstallHelper Sample have been updated to include guidance for corporate network users in a locally managed Windows Server Update Services (WSUS) environment. For these developers, KB 971644 is not applicable and they should refer to KB 971512 instead.

Enhancements to Voice Reuse Scenarios

Implementation changes to simplify voice reuse were made to IXAudio2SourceVoice::FlushSourceBuffers, IXAudio2SourceVoice::SetSourceSamplingRate, and IXAudio2SourceVoice::Stop. These changes enable titles to minimize the performance cost of creating and destroying multiple voices during the game.

Reverb and Mixing Performance Optimizations

We have optimized the codepaths for several of the less common channel mixing scenarios for mixing within the audio graph.

Previous Releases

For a description of what was added in previous releases, see Features Introduced in Previous Releases in the DirectX SDK documentation.

Known Issues with the February 2010 SDK

Message: The DirectX component 'd3d10sdklayers.dll' is currently in use by other applications

The following message sometimes appears during setup or uninstall:

The DirectX component 'd3d10sdklayers.dll' is current in use by other applications

If you encounter this message, select Ignore and reboot your system after setup or uninstall is complete. This issue occurs only on Windows 7 and Windows Server 2008 R2.

PIX Crashes on Call to GetImmediateContext

In the February 2010 release, PIX crashes if the target application calls D3D11CreateDevice() or D3D11CreateDeviceAndSwapChain() with a NULL ppImmediateContext, then later calls GetImmediateContext() to get the immediate context. To work around the issue, pass a non-NULL pointer for ppImmediateContext. This issue will be corrected in an upcoming release.

Support for Visual Studio 2005 and Visual Studio 2010

In the next release, the DirectX SDK will add support for Visual Studio 2010. At that time, the DirectX SDK will no longer support Visual Studio 2005; the February 2010 release will be the last release to support Visual Studio 2005. The next release will continue to support Visual Studio 2008.

Direct3D 11 Runtime

To obtain the Direct3D 11 runtime, please obtain an RTM version of Windows 7 or follow the procedure described in KB 971644 (or KB 971512 for corporate network users). For more details, see Direct3D 11 Deployment for Game Developers.

Effects 11

The Effects runtime for Direct3D 11 (FX11) is available as shared source in the DirectX SDK. For more information, please refer to Effects (Direct3D 11) and Effect System Interfaces (Direct3D 11) in the Windows Graphics documentation. The Effects 11 source is now located in the samples directory.

DirectX 11 Runtime Symbols

The modern DirectX Runtime is part of the operating system (OS), and symbols for the DirectX components (Direct3D, DirectInput, DirectSound, etc.) are provided as part of the OS symbol packages. DirectX 11 Runtime symbols are included in the Windows 7 and Windows Server 2008 R2 symbols packages available on the Microsoft website. However, we recommend using the Microsoft symbols server instead for the most current and correct set of symbols when debugging DirectX applications.

Note that DirectX 11 Runtime symbols for the down-level KB 971644 and KB 971512 update for Windows Vista and Windows Server 2008 are not included in the OS offline symbols package. They can be obtained from the Microsoft symbol server.

The Provided D3D9D.dll for Windows XP is Versioned for Service Pack 2

The D3D9D.dll that is included in the February 2010 DirectX SDK is versioned for Windows XP SP2. If you use this DLL on Windows XP SP3 with an application that uses the Windows Presentation Framework (WPF), the code in the DLL will assert. This issue does not occur on Windows Vista or Windows 7. If you require only debug output, that is, you do not require symbols, you could also use the checked version of D3D9.dll, which is compatible with Windows XP SP3. Just rename the checked D3D9.dll to D3D9D.dll. The checked version of D3D9.dll is available to MSDN subscribers.

Control Panel for DirectX 9 Debug Output is Specific to 32-bit or 64-bit Applications

In order to turn DirectX 9 debug output on or off, you must use the DirectX control panel appropriate to the application being debugged. Use the 64-bit DirectX control panel for 64-bit applications and the x86 DirectX control panel for 32-bit applications.

D3DCompiler_42.dll Moved to New Cab

Beginning in the August 2009 DirectX SDK release, D3DCompiler_42.dll has been moved out of the D3DX CAB to a new CAB: D3DCompiler_42_*.CAB. The D3D_Compiler functionality implements the offline HLSL compiler for D3D 9, 10, or 11. This change decouples compiler from D3DX.

HLSL Runtime Compiling for Shader Models that Do Not Allow NaN or Infinity Literals

When compiling code that looks like the following:

pow(max(0, f), e)

If the result of max(0,f) is 0, the statement will be evaluated as exp(-inf * e), which may cause the following error message: (error X4579: NaN and infinity literals not allowed by shader model). This is because pow(0, e) will be expanded to exp(log(0) * e), which will evaluated as exp(-inf * e).

The workaround for compiling code like this, for a shader model that does not allow NaN or infinity literals, is to change 0 in max(0, f) to 0.00001f, or some other acceptably small non-zero value.

This scenario typically fails during a call to ID3DXEffectCompiler when compiling for shader models that do not allow NaN and infinity literals (such as DX9 shader targets). It is a regression from the November 2008 release. The result may show up when debugging a game that exits at startup and generates an error message such as "nonzero reference count" or "an error occurred in the device creation callback function".

New Warning X3206: Implicit Truncation of Vector Type

Beginning in the August 2009 release of the DirectX SDK, the HLSL compiler will warn when an implicit truncation of a vector type occurs. For example, the follow code would elicit the warning.

float4 FastShadow ( float3 vLightPos, float4 vDiffColor )


float2 vLightMax = vLightPos + g_fFilterSize;

if ( bTextured ) *= DiffuseTex.Sample ( DiffuseSampler, In.vTCoord );

To avoid the warning, swizzle out the vector components as shown below.

float4 FastShadow ( float3 vLightPos, float4 vDiffColor )


float2 vLightMax = vLightPos.xy + g_fFilterSize;

if ( bTextured ) *= DiffuseTex.Sample ( DiffuseSampler, In.vTCoord ).xyz;

IXACT3Engine::PrepareWave Doesn't Support xWMA

In the March 2008 and later SDKs, the IXACT3Engine::PrepareWave doesn't support xWMA. If you want to use xWMA in XACT, you can prepare those waves by calling one of the following methods:

    * IXACT3WaveBank::Prepare
    * IXACT3SoundBank::Prepare
    * IXACT3Engine::PrepareInMemoryWave
    * IXACT3Engine::PrepareStreamingWave

Building Samples Using the Visual Studio 2005 Project Files Results In Harmless Warning

Developers who build the samples may see the following harmless warning:

manifest authoring warning 81010002: Unrecognized Element "requestedPrivileges" in namespace "urn:schemas-microsoft-com:asm.v2".

This is a known issue with the manifest tool (mt.exe) that ships in Visual Studio 2005 SP1. To remove this warning, developers should update their versions of mt.exe to the version that ships in the Windows SDK. Developers should update the instances of mt.exe that ship in Visual Studio 2005 SP1, found in the following three locations:

    * VC\bin\
    * Common7\tools\bin\
    * SDK\v2.0\bin\

Symbols for DirectX

The latest and most complete source for debugging symbols is the Microsoft Symbol Server. We recommend using the symbol server rather than using the included partial symbols package. For instructions about using the Microsoft Symbol Server, see

Novel software technology harnesses powerful hardware advancements to transform the traditional 3D computer graphics production paradigm, revolutionizing and streamlining workflow with real-time graphics processing.

Creators of computer graphics content are quick to adopt the latest advancements in high-performance computing and graphics hardware. Today’s CG professionals—whether architects, product designers, or animators—do so for multiple reasons, not the least of which is to meet strict deadlines without compromising the quality of the end result. The true and full potential of such high-end hardware cannot truly be tapped, however, without the advent of novel software designed specifically to harness this power.

Full story at Siggraph

In the paper entitled "SCGPSim: A Fast SystemC Simulator on GPUs," Shukla and his collaborators said that they were able to demonstrate how to speed up the simulation performance of certain SystemC-based hardware models "by exploiting the high degree of parallelism afforded by today's general purpose graphic processor units (GPGPU)."

Full story at Dr. Dobb's Journal

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