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Messages - Stefan

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3D-Tech News Around The Web / NVIDIA Alien vs. Triangles 1.0 Demo available
« on: November 09, 2010, 09:43:36 PM »
NVIDIA "Alien vs. Triangles" Demo

You can turn a smooth, workaday alien into something fun and memorable . . .
possible through the miracle of triangles using a technique we call
multi-dimensional tessellation. You can inject the alien with either a
spikey infection or a fungal infection and watch him deform, as if by magic,
into something new.

For a livelier encounter try the laser weapon. It blasts holes through the
soft tissues of our test subject and proves once and for all, that aliens
really are like onions . . . lots of layers. You’ll see ALL the gooey layers
of an ugly alien in amazing clarity. The wonders of multi-dimensional
tessellation never cease. The future is looking bright indeed!

Recommended System:

NVIDIA GeForce GTX 500 series GPU
2.5 GHz Dual core CPU
2 GB System memory
600 MB Hard drive space
Microsoft Windows Vista or Windows 7

FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2010.

Press F5 for the extra menu!

ATI users are alienated again...

3D-Tech News Around The Web / Inferred Bokeh demo
« on: November 09, 2010, 06:26:47 PM »
This is the result of this thread on bokeh. It's a small demo featuring DOF with Bokeh, SSAO, Bloom and inferred lighting.

The bokeh effect was inspired by lost planet, the details of the implementation are in the linked thread.

You can download the executable and shaders from here. A warning if you're going to delve into the GLSL code though - it's very "proof of concept" (not at all optimal!).

If you don't have MSVC 9/2008 installed, you'll also need the Microsoft Visual C++ 2008 Redistributable.

Requires OpenGL2.1 / DirectX9.0c compatible GPU.
Older GPUs may work, but the bokeh effect probably won't show up (requires vertex texture fetch).
A multi-core CPU is recommended but not required.

Many thanks to the great developers at!

Inspite of using VTF the bokeh effect works on my ATI Cedar. I thought ATI requires R2VB  ???


3D-Tech News Around The Web / ATI Catalyst 8.790 EDG available
« on: November 09, 2010, 06:04:35 PM »
Supported devices:
;----------1010271442-8.79-101013a-107235C-EDG Direct
"ATI Mobility Radeon HD 2400" = ati2mtag_M72, PCI\VEN_1002&DEV_94C9
"ATI Mobility Radeon HD 4200 Series" = ati2mtag_RS880M, PCI\VEN_1002&DEV_9712
"ATI RADEON E2400" = ati2mtag_M72, PCI\VEN_1002&DEV_94CB
"ATI RADEON E2400 " = ati2mtag_M72, PCI\VEN_1002&DEV_94CB
"ATI RADEON E4690" = ati2mtag_M9x, PCI\VEN_1002&DEV_9491
"ATI Radeon HD 3200 Graphics" = ati2mtag_RS780M, PCI\VEN_1002&DEV_9612
"ATI Radeon HD 3200 Graphics " = ati2mtag_RS780, PCI\VEN_1002&DEV_9615
"ATI Radeon HD 5700 Series" = ati2mtag_Evergreen, PCI\VEN_1002&DEV_68B8

Download AMD Embedded GPU and Chipset Driver

This driver contains older runtimes than the hotfix 10.10D, so it can be ignored by "driver modders"

Related topic: AMD recent whitepapers regarding embedded graphics

3D-Tech News Around The Web / NVIDIA launches
« on: November 09, 2010, 05:18:49 PM »
Nothing really new at , at least it looks organised...

3D-Tech News Around The Web / Adventures in Fluid Simulation
« on: November 08, 2010, 07:12:39 PM »
Recently I resolved to write my first fluid simulator and purchased a copy of Fluid Simulation for Computer Graphics by Robert Bridson. Like a lot of developers my first exposure to the subject was Jos Stam’s stable fluids paper and his more accessible Fluid Dynamics for Games presentation, while the ideas are undeniable great I never came away feeling like I truly understood the concepts or the mathematics behind it.

Full story here

As the title reads, there are 391 indy games to check out at IGF, many of them with playable demos.

If you find sth. extraordinary feel free to reply...

Epic Games, Inc. and its award-winning Salt Lake City-based development studio, ChAIR Entertainment, today revealed the new action-RPG sword fighting adventure, “Infinity Blade,” will be available for iPhone, iPad, and iPod touch this holiday season.

Check out this video

Related story: Epic Citadel: Unreal Engine 3 Running on iPhone and iPad

3D-Tech News Around The Web / NVIDIA GeForce/Verde 3D Vision CD v1.38
« on: November 08, 2010, 05:14:18 PM »
NVIDIA 3D Vision Release Highlights

    * WHQL Certified driver
    * With Release 260 drivers, the installation process for 3D Vision has changed. Please view this knowledgebase article for more information on the changes.
    * Fixed glasses losing sync to 3D Vision IR emitter that what would cause glasses to flicker and loss of 3D effect user experience.
    * Adds NVIDIA 3D Vision streaming support for Firefox 4 and Google Chrome web browsers.
    * Adds support for Sony’s 3D Sweep Panorama picture format added to NVIDIA 3D Photo Viewer (Sony digital cameras that can capture 3D Sweep Panorama pictures include NEX-5/NEX-3, Alpha a560/a580 and Cyber-shot DSC-WX5/DSC-TX9/DSC-T99 models).
    * Added the following 3D Vision game profiles
          o Call of Duty: Black Ops
          o Tom Clancy’s H.A.W.X. 2

Verde Notebook 3D Vision CD v1.38
3D Vision CD for Desktop GPUs v1.38
NVIDIA 3D Vision Controller Driver

NVIDIA shows all of this in this video from PDXLAN 16.5

3D-Tech News Around The Web / OGRE 1.7.2 [Cthugha] released!
« on: November 07, 2010, 06:04:24 AM »
OGRE 1.7.2 [Cthugha] released!

Another six months have passed, and it’s time for another maintenance release to the 1.7 stable branch (codenamed ‘Cthugha’). You can find a list of all the bug fixes after the jump. As usual there are no feature changes or API breakage in this release – we save those for the unstable development branch – which of course you can grab from Mercurial if you want to join us on the bleeding edge.

So far the source releases are ready for download for 1.7.2, the SDK releases are coming soon. If you don’t want to wait, give the source release a try :)

Update 6 November: The VS2008 and VS2010 SDKs are ready for download, as are updated Ubuntu packages in our Launchpad PPA. More to follow!

SiSoftware Sandra 2011 (2011.1.17.15) Change log:

    New Benchmark: Media Transcode - Measures the transcoding bandwidth converting media from one format to another.
    New Benchmark: GPGPU Cryptography - Measures the encryption, decryption and hashing bandwidth of GPGPUs.
    New Benchmark: Blu-ray - Measures the performance of Blu-ray optical drives.
    AVX/FMA instruction set support for future CPUs.
    Measure each operation report min-max score as well as average.
    Geometric mean for aggregate scores.

The cryptography benchmark nuked the device driver in direct compute mode on my rig  :P

3D-Tech News Around The Web / NVIDIA Endless City - CUDA/DX11 Tech Demo
« on: November 06, 2010, 09:32:07 AM »
NVIDIA Endless City Demo

Let the machines take over!

Our Endless City demo starts with a few dozen building blocks and uses an L-System to
assemble these into complex structures, buildings, whole city blocks, and finally a
sprawling and boundless megalopolis.

At any given time, there are hundreds of thousands of on-screen objects. The
super-efficient NVIDIA® Tessellation engine scales the number of polygons for each object
according to its surface detail and proximity to the camera . . . real-time,
high-resolution displacement.

So while you enjoy a leisurely glide through the city, the NVIDIA® GeForce® powering your
flight will be churning through over 600 million polygons per second. Better yet, there
will still be enough power to keep the lights running . . . hundreds of thousands of
them, all lighting the scene dynamically.

All you need to do is sit back and enjoy the view.

Highlights of the demo include:

•   Tessellation enables a continuous ramp on the level of detail, more than
   doubling the total triangle count and providing up to a 500x increase in detail
   on the nearest objects.
•   Three dimensional displacement maps allow greater detail than simple height maps.
•   The demo positions and renders over 600 million triangles per second with a
   single GPU.
•   The city is procedurally generated. The buildings are constructed from a small
   set of objects into a city of complex structures using a set of rules called an
•   In the area surrounding the viewer, over a million meshes are arranged by the
   L-system, including roughly 500,000 light sources.
•   As the viewer moves, the demo endlessly (hence the name) generates more of the
   city to keep the viewer surrounded by buildings.
•   The L-system randomly selects elements to assemble so each block looks different
   from the last but if you return to a place you saw before, it'll regenerate the
   same buildings you saw previously.
•   Split screen rendering modes operate in eye space so they look correct in 3D Vision.
•   Screen-space ambient occlusion enables high quality shading on randomly
   generated and dynamic geometry which cannot be accomplished with precomputed texture
•   Dynamic lighting on everything; can shift from day to night.

Recommended System:

NVIDIA GeForce GTX 500 series GPU
2.6 GHz Quad core CPU
4 GB System memory
300 MB Hard drive space
Microsoft Windows Vista or Windows 7

FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2010.

ATI users don't need to waste their time thanks to CUDA  :-\

4gamer offers an update of that benchmark.

Recent Forceware doesn't like it (worked in July), no issue with Catalyst.

OpenCLTemplate 1.132 Changelog

- Included OpenCLTemplate.LinearAlgebra to solve positive definite sparse linear systems;
- ODE solver moved to OpenCLTemplate.DifferentialEquations namespace;
- Marching Cubes algorithm moved to OpenCLTemplate.Isosurface namespace;

Attention: this tool changes but cannot restore registry settings.

Unigine render was significantly improved recently, introducing real-time global illumination (SSDO), new vegetation system, motion blur and smooth LODs transition.
Support of OpenCL 1.1
Read more in the devlog entry.

Matali Physics 1.0 for WIN32/64, Xbox 360, Windows Phone 7

    * Compiled versions of the engine for the following libraries: XNA 4.0, OpenTK 1.0 and SlimDX (June 2010).
      For each of these libraries are available files:
          o MataliPhysics.dll - Matali Physics 1.0 engine
          o MataliPhysics.xml - documentation for the Matali Physics 1.0 engine

    * Demo for the following libraries: XNA 4.0, OpenTK 1.0 and SlimDX (June 2010).
      For each of these libraries are available files:
          o MataliPhysicsDemo.exe - executable file that uses Matali Physics 1.0 engine
          o Full source code of MataliPhysicsDemo.exe

OpenTK demo contains prerequisites, SLIMDX and XNA demo require corresponding frameworks.

3D-Tech News Around The Web / GLEW 1.5.7 released
« on: November 05, 2010, 01:54:12 AM »
[11-03-10] GLEW 1.5.7 fixes minor bugs and adds one new extension

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