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Messages - Stefan

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2141
3D-Tech News Around The Web / OpenCL 1.1 specifications
« on: June 15, 2010, 12:48:00 AM »
OpenCL 1.1 includes significant new functionality including::

    * Host-thread safety, enabling OpenCL commands to be enqueued from multiple host threads;
    * Sub-buffer objects to distribute regions of a buffer across multiple OpenCL devices;
    * User events to enable enqueued OpenCL commands to wait on external events;
    * Event callbacks that can be used to enqueue new OpenCL commands based on event state changes in a non-blocking manner;
    * 3-component vector data types;
    * Global work-offset which enable kernels to operate on different portions of the NDRange;
    * Memory object destructor callback;
    * Read, write and copy a 1D, 2D or 3D rectangular region of a buffer object;
    * Mirrored repeat addressing mode and additional image formats;
    * New OpenCL C built-in functions such as integer clamp, shuffle and asynchronous strided copies;
    * Improved OpenGL interoperability through efficient sharing of images and buffers by linking OpenCL event objects to OpenGL fence sync objects;
    * Optional features in OpenCL 1.0 have been bought into core OpenCL 1.1 including: writes to a pointer of bytes or shorts from a kernel, and conversion of atomics to 32-bit integers in local or global memory.

The OpenCL 1.1 specification and header files are available in the Khronos Registry
The OpenCL 1.1 Quick Reference card.
The OpenCL 1.1 Online Man pages.
OpenCL PDF Overview Click here (June 2010)

2142
Quote
This beautiful abbey pack is based on a real abbey based in England, of which optimum care has been taken to reproduce the still standing structures that exist today. The pack is a faithful recreation of the site. Before the pack was produced, a trip was taken to the abbey, of which hundreds of pictures where taken, to carefully recreate the buildings and maintain total authenticity. All pack pieces come as separate elements, so you can actually design your own abbey scenario.

DOWNLOADABLE DEMO
PC LINK: www.arteria-gaming.net/arteria3dABBEYPACK_DEMO.rar
MAC LINK: www.arteria-gaming.net/arteria3dABBEYPACK_MAC.rar

2143
3D-Tech News Around The Web / Unity 3 Image Effects Video
« on: June 14, 2010, 06:10:07 PM »
Unity would like to share a little Video showing some of the new Image Effects in action.

2144
3D-Tech News Around The Web / Filter Vuvuzelas from TV sound
« on: June 14, 2010, 05:50:01 PM »
According to my provider you should mute 233 and 932 Hertz in your equalizer.
CHIP notes overtones at 466, 932 and 1864 Hertz.

To the subscribers of german T-Home Entertainment! Misc. channels have been unlocked for direct RTP access.
Intentionally for beta testers of "Windows Media Room 2", but VLC does job already now  8)




2145
Announcement here

No public download, but you can check the release notes

2146
new bot attack by "two0426"  >:(

2147
3D-Tech News Around The Web / The GPU Computing Era
« on: June 12, 2010, 08:39:42 AM »
As we enter the era of GPU computing, demanding applications with substantial parallelism increasingly use the massively parallel computing capabilities of GPUs to achieve superior performance and efficiency. Today GPU computing enables applications that we previously thought infeasible because of long execution times.

Read More (pdf)


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2148
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In this blog, I’ll show how to improve the rendering speed of the mandelbrot fractal using the GPU

Actually there are more interesting articles in Morten Nobel's Blog

2149
DxProf is realtime DirectX profiling tool for easy identification of performance bottlecks on the GPU. DirectX 9, DirectX 10, and DirectX 11 are supported.

2150
3D-Tech News Around The Web / GameFest 2010 Presentations
« on: June 12, 2010, 08:13:03 AM »
"... GameFest 2010 presentations and audio are being published now, with the full index up on www.microsoftgamefest.com  sometime in the next week."

Here are some direct links to relevant Windows talks

2151
Quote
Acropora  is a procedural voxel modeler for creating complex, organic mesh topologies that are useful for all types of 3D modeling applications. Acropora  incorporates some of the latest advances in voxel modeling technology. Features include:

 

    *
      A variety of base shapes and compound shapes as primary surfaces
    *
      User-defined surfaces
    *
      Splines, lofts, grooves, extrusions, chisels
    * Voxelisation of user imported models
    *
      Over 50+ volume modifiers
    *
      Automatic generation of up to 15 octaves of three-dimensional noise (volumetric, Perlin and fractal)
    *
      Extensive voxel and noise editing tools
    *
      Extensive post-processing of meshes (tesselation, smoothing, simplification,...)
    *
      Batch processing
    *
      Multiple LOD support
    *
      Export to multiple mesh formats (FBX, OBJ, 3DS, DXF, DAE), DDS volume textures, and raw voxel data

2152
3D-Tech News Around The Web / Blender Guru goes full time
« on: June 12, 2010, 08:05:22 AM »
Quote
It’s now been a week since the launch of The Wow Factor, and I’m happy to announce that thanks to YOU, I am now able to take Blender Guru FULL TIME!

What that means is you are going to be seeing a LOT more tutorials posted. In fact, I will be posting a new tutorial every Tuesday.



2153
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The unveiling of OpenCL on the ZMS processors highlights how the performance and flexibility of the underlying StemCell Computing architecture can now be leveraged by developers using an industry standard API to bring new levels of performance to applications targeting low-power platforms.

 OpenCL (Open Computing Language) is the first open, royalty-free standard for general-purpose parallel programming of heterogeneous systems. OpenCL provides a uniform programming environment for software developers to write efficient, portable code for parallel processors such as the ZiiLABS ZMS processors.

"OpenCL enables developers to unlock the full potential of the underlying StemCell Computing architecture to deliver new levels of performance across a broad range of applications.” said Tim Lewis, director of marketing of ZiiLABS. "The OpenCL based ray-tracing and video filter demos we provide a glimpse of the floating-point performance and flexibility that developers can exploit on ZMS-based platforms and products." Read the full Press Release
OpenCL Early Access Program

ZiiLABS is currently inviting developers with innovative ideas to use OpenCL for consumer class handheld and connected platforms to join an OpenCL Early Access Program that will provide selected partners an early release of the ZiiLABS OpenCL SDK* for ZMS processors.

2154
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If you have a powerful OpenCL GPU available in a system, it is a good idea to understand its capabilities. You can do so by running algorithms in their CPU and GPU versions, and comparing the results. You might be surprised with the processing power that most modern software is wasting when it runs on a computer with an OpenCL GPU.

Full story at DDJ

2155
Fixed a problem with SLI SFR, AFR, and SLIAA modes with GeForce GTX 480 and GeForce GTX 470 and high-resolution display modes.

FreeBSD x86
Linux AMD 64 bit
Linux IA 32 bit
Solaris x86/x64

2156
3D-Tech News Around The Web / DigiTecK3D UDK Skin Shader
« on: June 11, 2010, 03:14:14 AM »
DT3D UDK skin shader is a real-time multi-layered skin model implementation in the Unreal 3.x Engine. The shader is based on research from “Efficient Rendering of Human Skin”, implementing most of the effects described in the paper including the multi-layered diffusion scattering in skin. Along with the multi-layered subsurface scattering the shader implements the physically based specular term to better capture the specularity of skin. This is a great shader for the artist that wants to push there characters to that next level. Also can be quite usefull for those artist using the UDK for pre-vis work.

Download here



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2157
3D-Tech News Around The Web / DirectX 11 Hardware Vendor Differences
« on: June 11, 2010, 02:28:59 AM »
Quote
With the June 2010 DirectX SDK, one of our work items was to try out the various DirectX 11 samples against the NVIDIA DirectX 11 graphics parts (NVIDIA GeForce GTX 470/480) now that they are available. For the August 2009 and February 2010 releases, we only had the AMD/ATI DirectX 11 graphics cards available (ATI Radeon HD 5000 Series). Video cards have traditionally competed on a mix of features, performance, and price. These days they are increasingly also competing on power consumption--while this has always been true in the mobile & laptop space, it is becoming increasingly important even in desktops.

There has been a lot of focus in Direct3D 10, 10.1, and 11 to try to minimize the 'feature fragmentation' problem in the Direct3D API (best demonstrated by the "sea of caps" in the Direct3D 9 Card Capabilities spreadsheet we ship in the DirectX SDK) to help simplify the programmer's job trying to efficiently use these APIs. This effort really started with Direct3D 9 Shader Model 3.0 trying to tighten down the specificiation a bit more. This is also a lot of what the Feature Level concept introduced in Direct3D 10.1 and the '10level9' feature levels of DirectX 11 is trying to address in a more manageable way. Performance differences can still vary a great deal between vendors and will vary a lot even between the same vendor's cards at different price-points, but we hope it at least helps constrain the degrees of freedom the programmer has to concern themselves with.

Our work with the NVIDIA hardware for this release has provided insight into some areas that programmers need to pay attention to with respect to different vendor's cards. The biggest difference I noticed was that number of MSAA quality levels exposed by AMD vs. NVIDIA. This information is obtained via the CheckMultisampleQualityLevels method in Direct3D 10.x and 11. The ATI Radeon HD 5000 Series only provides one quality level per sample count, while the NVIDIA GeForce GTX 470/480 exposes a number of fine-grain quality levels per sample count. This highlighted a few UI bugs in some of the samples as well as DXUT/DXUT11 that were corrected in the June 2010 release. Be sure to test the behavior of any MSAA settings and quality levels in your DX10.x and DX11 programs on both vendor's hardware. Another area to pay close attention to is DirectCompute synchronization and timing behavior. DirectCompute as a low-level exposure of the GPU behavior is more subject to architectural differences, so  be sure to test any use of DirectCompute on hardware from multiple vendors.

Source: MSDN

2158
Review at AnandTech

Download 32 bit Vista/7 driver
Download 64 bit Vista/7 driver

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Thanks to UDA i can watch 1080p videos now almost in quadruple speed with VLC and a 8800GTX  ;D


2159
3D-Tech News Around The Web / HWiNFO for DOS is now freeware
« on: June 10, 2010, 05:42:36 PM »
Changes in HWiNFO v5.5.0 - Released on: Jun-08-2010:

    * HWiNFO is now FREEWARE !
    * Fixed Poulsbo SMBus access.
    * Added VIA VN1000 chipset support.
    * Added Patsburg PCH support.
    * Added nVidia D12U, T20, Tesla C2050/C2070/M2050/M2070/S2050/S2070, Quadro Q11U-3, MCP83 and some other models.
    * Improved support of several mature graphics adapters.

2160
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A-Buffer:
Basically an A-buffer is a simple list of fragments per pixel. Previous methods to implement it on DX10 generation hardware required multiple passes to capture an interesting number of fragments per pixel. They where essentially based on depth-peeling, with enhancements allowing to capture more than one layer per geometric pass, like the k-buffer and stencil routed k-buffer that suffers from read-modify-write hazards. Bucket sort depth peeling allows to capture up to 32 fragments per geometry pass but with only 32 bits per fragment (just a depth) and at the cost of potential collisions.
All these techniques were complex and basically limited by the maximum of 8 render targets that were writable by the fragment shader.

Full story at Icare3D

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