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Messages - Stefan

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NVIDIA FlameWorks is a system for generating cinematic fire, smoke and explosion effects for games. It combines a state-of-the art grid-based fluid simulator with an efficient volume rendering
The simulator uses a highly optimized solver which enables the simulation of high resolution grids in real-time. It supports collisions with standard primitives and includes a combustion
model for generating flame effects. The system is highly customizable and supports user defined emitters,forcefields and collision objects.
The GTC 2014 fire demo demonstrates the cinematic quality of fire/smoke together with ray marched reflections on the ground as well as interaction with a sphere. The demo uses a 512x256x256 voxel grid, meaning that 32M voxels are updated every frame and runs at more than 30fps on a GeForce 780TI.
For actual game use cases the voxel grid size is scalable and can be used with lower resolutions as well.
No Particles were used in the making of the demo.

Visit us at

 Version Release: 07/03/2014
  • Fixed a bug in the display of artifact counters
  • Fixed a bug in artifact counting in memory burner demos
  • Added support for latest GeForce cards
  • Updated GL experiments
  • Updated 3D framework

3D-Tech News Around The Web / NVIDIA Quadro Driver 340.52 WHQL
« on: July 10, 2014, 04:09:44 PM »
ODE Driver
 New in Release 340.52:
  • OpenGL hardware acceleration on Windows Remote Desktop
  • CUDA 6.5
  • Workstation application compatibility fixes. Please read the release notes for more information on product support, feature limitations, driver fixes and known compatibility issues.

CUDA 6.5 RC download page - registration required

comes also with PhysX_9.14.0610_SystemSoftware

NVIDIA UN*X driver portal

  • Fixed a bug that prevented 3D Vision stereo and ultra low motion blur modes from working on G-SYNC capable monitors in some cases.
  • Fixed a bug that caused the "Allow G-SYNC" checkbox to be displayed in nvidia-settings even if the GPUs in the system are not capable of G-SYNC.
  • Fixed a kernel crash when running some applications with IOMMU functionality enabled.
  • Fixed a floating point exception in the OpenGL driver when running "Risk of Rain" under Wine.
  • Made various improvements and corrections to the information reported to GL applications via the KHR_debug and ARB_debug_output extensions.
  • Fixed a bug that caused GLX applications which simultaneously create drawables on multiple X servers to crash when swapping buffers.
  • Updated nvidia-settings to report all valid names for each target when querying target types, e.g. `nvidia-settings -q gpus`.
  • Added support for controlling the availability of Fast Approximate Antialiasing (FXAA) on a per-application basis via the new __GL_ALLOW_FXAA_USAGE environment variable and the corresponding GLAllowFXAAUsage application profile key. See the README for details.
  • Fixed a bug where indirect rendering could become corrupted on system configurations that disallow writing to executable memory.
  • Updated the nvidia-settings Makefiles to allow nvidia-settings to be dynamically linked against the host system's libjansson. This option can be enabled by setting the NV_USE_BUNDLED_LIBJANSSON Makefile variable to 0.Please note that nvidia-settings requires libjansson version 2.2 or later.
  • Removed the runlevel check from nvidia-installer: the installation problems formerly associated with runlevel 1 no longer apply.
  • Added initial support for G-SYNC monitors.Additional details and system requirements can be found at:
  • Improved support for running the NVIDIA driver in configurations where writing to executable memory is disallowed.Driver optimizations that require writing to executable memory can be forcefully disabled using the new __GL_WRITE_TEXT_SECTION environment variable.See the README for more details.
  • Fixed an X driver bug that caused gamma ramp updates of the green channel at depth 15, on some recent GPUs, to be ignored.
  • Fixed a regression, introduced in the 340.17 public beta release, that caused the NVIDIA X driver to access freed memory when exiting a GLX application that used either of the GLX_NV_video_out or GLX_NV_present_video extensions.

3D-Tech News Around The Web / High-performance physics in Unity 5
« on: July 08, 2014, 04:08:12 PM »
We?d like to highlight some of the 3D physics changes you can look forward to in Unity 5.0.

We?ve been using PhysX 2.8.3 for a while now. We?ve not just used the plain stock PhysX, but extended it with numerous patches made by Unity engineers over the years. It?s been so long, and we say thanks to PhysX 2 for all the fish. As announced at GDC?14, Unity 5.0 features an upgrade to PhysX 3.3. Let?s give it a closer look...

The 1.2 release of the samples is a feature release.  New samples that demonstrate compute shader-graphics interoperability, low-overhead rendering and profiling are included.  See the release notes for details of these changes.

  New samples in 1.2:
  • Compute Particles Sample
  • Compute Water Surface Sample
  • FXAA Sample
  • HDR Sample
  • Multi-Draw Indirect Sample
  • Optimization Sample
  • Soft Shadows Sample

You may wish to consider the "mainstream"
 Blender-to-WebGL solution called  Blend4Web

I'm just the news poster.
Try to contact the author here

CUDA Application Support:
In order to run Mac OS X Applications that leverage the CUDA architecture of certain NVIDIA graphics cards, users will need to download and install the 6.0.46 driver for Mac located here.

New in Release 334.01.02f02:
  • Graphics driver updated for Mac OS X Mavericks 10.9.4 (13E28)
  • Contains performance improvements and bug fixes for a wide range of applications.
  • Includes NVIDIA Driver Manager preference pane.
Release Notes Archive:
This driver update is for Mac Pro 5,1 (2010), Mac Pro 4,1 (2009) and Mac Pro 3,1 (2008) users only.

3D-Tech News Around The Web / Re: (WebGL) Gargantia: Sky Courier
« on: June 25, 2014, 07:20:17 PM »
Android used is a Nexus 4 with 2 GB RAM
It's Qualcomm Adreno GPU supports ATC, not DXT

When Chrome is stuck, debug log prints in a endless loop

Code: [Select]
E/Adreno-ES20(11421): <check_framebuffer_attachment:789>: Invalid texture format! Returning error!
E/Adreno-ES20(11421): <check_framebuffer_object_status:1185>: Framebuffer color attachment incomplete. Returning GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT!

Mozilla Nightly indeed runs out of memory
Code: [Select]
06-25 20:02:58.129: E/GeckoConsole(12255): [JavaScript Warning: "Mutations-Ereignisse sollten nicht mehr verwendet werden. Verwenden Sie MutationObserver stattdessen." {file: "" line: 3}]
06-25 20:03:12.074: W/Adreno-GSL(12255): <sharedmem_gpumem_alloc_id:1486>: sharedmem_gpumem_alloc: mmap failed errno 12 Out of memory
06-25 20:03:12.074: E/Adreno-GSL(12255): <gsl_memory_alloc_pure:2031>: GSL MEM ERROR: kgsl_sharedmem_alloc ioctl failed.
06-25 20:03:12.074: W/Adreno-GSL(12255): <sharedmem_gpumem_alloc_id:1486>: sharedmem_gpumem_alloc: mmap failed errno 12 Out of memory
06-25 20:03:12.074: E/Adreno-GSL(12255): <gsl_memory_alloc_pure:2031>: GSL MEM ERROR: kgsl_sharedmem_alloc ioctl failed.
06-25 20:03:12.074: W/Adreno-ES20(12255): <core_glTexImage2D:528>: GL_OUT_OF_MEMORY
06-25 20:03:12.074: E/GeckoConsole(12255): [JavaScript Warning: "Error: WebGL: texImage2D generated error OUT_OF_MEMORY" {file: "" line: 4}]
06-25 20:03:12.134: E/Gecko(12255): mozalloc_abort: out of memory: 0x0000000000384000 bytes requested
06-25 20:03:13.235: W/AudioTrack(12255): releaseBuffer() track 0x8b53d830 name=s:184;n:1;f:2 disabled due to previous underrun, restarting
06-25 20:03:13.705: I/Adreno-EGL(1092): <qeglDrvAPI_eglInitialize:410>: EGL 1.4 QUALCOMM build: JHICKS_AU_LINUX_ANDROID_KK_3.[ES]_msm8974_KK_3.5__release_ENGG ()
06-25 20:03:13.705: I/Adreno-EGL(1092): OpenGL ES Shader Compiler Version: E031.24.00.15
06-25 20:03:13.705: I/Adreno-EGL(1092): Build Date: 06/20/14 Fri
06-25 20:03:13.705: I/Adreno-EGL(1092): Local Branch:
06-25 20:03:13.705: I/Adreno-EGL(1092): Remote Branch: quic/kk_3.5_1
06-25 20:03:13.705: I/Adreno-EGL(1092): Local Patches: 48703a88505c2d983ae417624cea1f9cf0ec32ff egl: Use relative path to load EGL libs
06-25 20:03:13.705: I/Adreno-EGL(1092):                  9a9ab9019704bc48ec96a4ac35ea5a3ace17a3eb Fixes a pink icon artifact.
06-25 20:03:13.705: I/Adreno-EGL(1092):                  34fdd52a869fec8c1e503c965a0ca124c38cae7f Revert "egl14: Use custom stride and he
06-25 20:03:13.705: E/cutils-trace(12420): Error opening trace file: No such file or directory (2)
06-25 20:03:13.725: W/Binder(1031): Caught a RuntimeException from the binder stub implementation.
06-25 20:03:13.966: I/ActivityManager(632): START u0 {act=org.mozilla.gecko.reportCrash flg=0x10000000 cmp=org.mozilla.fennec/org.mozilla.gecko.CrashReporter (has extras)} from pid 12420
06-25 20:03:14.286: I/GeckoCrashReporter(12439): moving /data/data/org.mozilla.fennec/files/mozilla/a3dxb2nr.default/minidumps/368b138e-c99a-a591-2a0c1b80-13023202.dmp to /data/data/org.mozilla.fennec/files/mozilla/Crash Reports/pending/368b138e-c99a-a591-2a0c1b80-13023202.dmp
06-25 20:03:14.306: I/GeckoCrashReporter(12439): moving /data/data/org.mozilla.fennec/files/mozilla/a3dxb2nr.default/minidumps/368b138e-c99a-a591-2a0c1b80-13023202.extra to /data/data/org.mozilla.fennec/files/mozilla/Crash Reports/pending/368b138e-c99a-a591-2a0c1b80-13023202.extra
06-25 20:03:14.486: I/Adreno-EGL(12439): <qeglDrvAPI_eglInitialize:410>: EGL 1.4 QUALCOMM build: JHICKS_AU_LINUX_ANDROID_KK_3.[ES]_msm8974_KK_3.5__release_ENGG ()
06-25 20:03:14.486: I/Adreno-EGL(12439): OpenGL ES Shader Compiler Version: E031.24.00.15
06-25 20:03:14.486: I/Adreno-EGL(12439): Build Date: 06/20/14 Fri
06-25 20:03:14.486: I/Adreno-EGL(12439): Local Branch:
06-25 20:03:14.486: I/Adreno-EGL(12439): Remote Branch: quic/kk_3.5_1
06-25 20:03:14.486: I/Adreno-EGL(12439): Local Patches: 48703a88505c2d983ae417624cea1f9cf0ec32ff egl: Use relative path to load EGL libs
06-25 20:03:14.486: I/Adreno-EGL(12439):                  9a9ab9019704bc48ec96a4ac35ea5a3ace17a3eb Fixes a pink icon artifact.
06-25 20:03:14.486: I/Adreno-EGL(12439):                  34fdd52a869fec8c1e503c965a0ca124c38cae7f Revert "egl14: Use custom stride and he
06-25 20:03:14.506: D/OpenGLRenderer(12439): Enabling debug mode 0
06-25 20:03:14.646: W/IInputConnectionWrapper(1092): showStatusIcon on inactive InputConnection
06-25 20:03:14.646: I/ActivityManager(632): Displayed org.mozilla.fennec/org.mozilla.gecko.CrashReporter: +583ms
06-25 20:03:25.548: W/ManagedEGLContext(5750): doTerminate failed: EGL count is 2 but managed count is 1

3D-Tech News Around The Web / Re: (WebGL) Gargantia: Sky Courier
« on: June 24, 2014, 10:46:17 PM »
Mozilla Nightly on Android crashes
Chrome on Android is stuck at this screen

A WebGL demo should work on all OS imho

3D-Tech News Around The Web / EVGA OC Scanner X Released
« on: June 24, 2014, 06:28:40 PM »
EVGA OC Scanner X is available now, this new version adds a new test, bugfixes and now includes a way to upload and compare your benchmark scores! Download it at
Version - Release: 06/18/2014
  • Benchmark scores can now be submitted to an online GPU database
  • Added support for latest graphics cards
  • Benchmark scores can now be submitted to an online GPU database
  • Added new multi-GPU Test: OpenCL Julia4D
  • Added a section with experimental demos (no benchmark, demo mode only)
  • Updated 3D framework
  • Updated NV-Z 0.6.0
  • Bugfixes

3D-Tech News Around The Web / (WebGL) Gargantia: Sky Courier
« on: June 24, 2014, 05:54:55 PM »
Production I.G and Internet Explorer have teamed up to create Gargantia: Sky Courier, a brand new action adventure game based on the popular intro series Gargantia on the Verdurous Planet. ▶▶ In Sky Courier, you get to play the role of Ledo as he explores his new home from the sky while piloting a surf kite with the help of his friends and an occasional hand from his AI companion, Chamber.
▶▶ It features amazing 3D gameplay, as well as an original adventure game story voiced by the original voice actors from the intro series. Depending on how well you play, the game provides you with three possible endings.

Microsoft continues the goof to make their demos look bad on other browsers...

[non-Blender] ‘The Milkmaid’ in 3D

    This model was made in 3DS Max, but I thought it was inspiring enough to share here: Kou-c30 re-used a 3D model by Eiichi Nagai to create this interactive view of one of the world’s most famous painting: The Milkmaid (Het Melkmeisje) by Johannes Vermeer. I think it’s a fascinating new way to explore artwork!

NVIDIA Kepler Cards Get HDMI 4K@60Hz Support (Kind Of)

An interesting feature has turned up in NVIDIA’s latest drivers: the ability to drive certain displays over HDMI at 4K@60Hz. This is a feat that would typically require HDMI 2.0 – a feature not available in any GPU shipping thus far – so to say it’s unexpected is a bit of an understatement. However as it turns out the situation is not quite cut & dry as it first appears, so there is a notable catch.

 NVIDIA HairWorks has been used in several released and upcoming games like Call of Duty: Ghost, The Witcher 3 and Strife – just to name a few. The tools for making fur can now be downloaded from our webpage and we also provide several tutorials, for more information click here.

Enhanced C++ compute shader particle system

I’ve just added an OpenGL C++ repository over at bitbucket, and the first C++ demo is an enhanced port of the attraction based compute shader system from my last post.

computeShaderC07 height=168

Compared to the Delphi version, the C++ version uses point sprites (instead of smoothed GL_POINTS), has a random color fade and allows for several user inputs :
Note : This demo requires at least OpenGL 4.3!

The face of St. Anthony finally revealed, and in 3D

   Cícero Moraes and the Arc-team have finished the reconstruction of St. Anthony’s face and today they are revealing the result!
We were honored to reconstruct the face using only open software, especially Blender, in which most of the project was executed.
We initially transcribed the presentation and the slides shown at the official revelation of the face, held in Padua (Italy), on June 10th, 2014 at 8:45 pm at the Cultural Center Altinate | San Gaetano. Then we did a summary of the media material presented in TVs and websites, in several languages​​.

Revealed the face of St. Anthony in 3D


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