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Messages - Stefan

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2161
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.

2162
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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

2163
Download here [via]

new extension exposed:
GL_AMD_transform_feedback3_lines_triangles

new profiles:
\Live\GameClient.exe
Risen.exe




2164
Quote
This technology preview is a snapshot of some internal research we have been working on and talking about at various conferences for the past couple years. The level of interest in GPU-accelerated AI has continued to grow, so we are making this (unsupported) snapshot available for developers who would like to experiment with the technology.

2165
3D-Tech News Around The Web / Houdini 11 sneak peek
« on: June 06, 2010, 04:27:14 AM »
Quote
In Houdini 11, new Voronoi-based fracturing tools will make it easier to break up objects either before a simulation or automatically during a simulation...
Our particle fluids are now up to 70 times faster with the new FLIP (Fluid Implicit Particle) solver as compared to Houdini 10’s SPH solver, making it ideal for generating multiple iterations. In addition, this new solver is seamlessly integrated with existing particle operations [POPs] making the results highly directable. New buoyancy controls make it easier to float rigid objects and you can even smash up an object by combining these fluid tools with the new fracturing tools...

Hardware Rendering has also been enhanced with high quality OpenGL shading of lights and shadows as well as GPU-assisted volumes, unlimited lights and support for diffuse, specular, opacity, environment, bump and normal maps. Houdini’s Flipbook tools now support all these FX and can capture high dynamic range beauty passes.
In addition, we have improved the lighting interface for Houdini 11. We have new light types such as Global Illumination, Portal, Sky, Indirect and Geometry. The Geometry Lights let you turn any 3D object into a light emitting surface then use a surface shader to control the light emission. The geometry can also be animating or deforming for even cooler results...

Check out the video

2166
3D-Tech News Around The Web / ATI GPUPerfAPI 2.3 available
« on: June 04, 2010, 10:38:55 PM »
GPUPerfAPI is AMD's library for accessing GPU performance counters on ATI Radeon graphics cards. It is used by GPU PerfStudio 2 and the ATI Stream Profiler and is now available to third party developers who wish to incorporate it within their own applications. GPUPerfAPI supports DirectX10, DirectX11, OpenGL, and OpenCL applications.
Features

Version 2.3 (6/4/10)

    * Supports DirectX10, DirectX11, OpenGL on ATI Radeon 2000 series and newer.
    * Supports OpenCL on ATI Radeon 4000 series and newer.
    * Provides derived counters based on raw HW performance counters.
    * Manages memory automatically - no allocations required.
    * Requires ATI Catalyst driver 10.1 or later.

Documentation
GPUPerfAPI User Guide (pdf)

Download
GPUPerfAPI v2.3 (1.8MB)

2167
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With every major release of thinkingParticles new features are introduced, extending the power and flexibility of thinkingParticles by a magnitude, as compared to its predecessor. Release 4 represents a milestone in advancing the feature set.

Full news here

2168
3D-Tech News Around The Web / ComputeMark 2 finally released
« on: June 04, 2010, 06:09:41 PM »
Today the ComputeMark team has released new version of ComputeMark (DirectX 11 Compute Shade benchmark) with tons of new features - new demos, presets, website and more...

Link 1: Download ComputeMark v2.0
Link 2: Download ComputeMark v2.0

Gallery at VR-Zone

2169
Thermalright demonstrates their upcoming fan at Computex.
PCGH noticed Furmark was running for more than 6 hours.

2170
Quote
In this class, we will introduce OpenCL™. We start with an overview of GPU compute since the desire to take advantage of modern GPU computational power in general applications was a main motivator in the development of OpenCL™. The discussion includes some of the early APIs developed to harness the increasing programmable computational power available in modern graphics processors.

We then introduce the anatomy and programming model of OpenCL™ and take you through some of the highlights of installing the ATI Stream SDK v2 which includes support for OpenCL™ 1.0 on x86 CPUs and AMD GPUs. Then, the practical portions of the OpenCL™ runtime and kernel specifications are discussed in detail.

At the end, we discussion optimization tips to help you avoid common pitfalls when coding your applications in OpenCL™. For students who may have existing code written for the proprietary interface, CUDA, we discuss the easy steps involved in porting that code to OpenCL™.

2171
3D-Tech News Around The Web / OpenCL 3D Laboratory & tutorials
« on: June 02, 2010, 07:48:20 PM »
Quote
Download the free 3D Laboratory, which allows interation by using the WiiMote and also stereoscopic visualization (cinema 3D-like), creation of 3D models from mathematical equations and much more.

2172
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NVIDIA organizes each year with key customers and partners around a meeting of its professional products.

Full story at 3d-test in french - english translation

2173
3D-Tech News Around The Web / OpenCL Code Generator Announced
« on: June 02, 2010, 04:10:07 PM »
Quote
CAPS, a software company that focuses on manycore development, has announced an OpenCL code generator within the just-released 2.3 version of its HMPP directive-based hybrid compiler.

The CUDA back-end generator has been enhanced with Fermi capabilities and this release brings support for more native compilers with Intel ifort/icc, GNU gcc/gfortran and PGI pgcc/pgfort compilers, enabling developers to freely use their favorite compiler with HMPP 2.3.

Based on GPU programming and tuning directives, HMPP offers an incremental programming model that allows developers with different levels of expertise to fully exploit GPU hardware accelerators in their legacy code.

The OpenCL back-end expands the portfolio of targets supported by HMPP to the AMD ATI GPUs. The OpenCL version of HMPP fully supports AMD and NVIDIA GPU compute processors, bringing to users a wider set of hybrid platforms they can execute their applications on. Recently released, the NVIDIA Tesla 200-series GPUs based on the "Fermi" codename CUDA architecture is also supported by HMPP 2.3.

Source DDJ

2174
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In this work, we evaluate performance of a real-world image processing application that uses a cross-correlation algorithm to compare a given image with a reference one. The algorithm processes individual images represented as 2-dimensional matrices of single-precision floating-point values using O(n4) operations involving dot-products and additions. We implement this algorithm on a nVidia GTX 285 GPU using CUDA, and also parallelize it for the Intel Xeon (Nehalem) and IBM Power7 processors, using both manual and automatic techniques. Pthreads and OpenMP with SSE and VSX vector intrinsics are used for the manually parallelized version, while a state-of-the-art optimization framework based on the polyhedral model is used for automatic compiler parallelization and optimization. The performance of this algorithm on the nVidia GPU suffers from: (1) a smaller shared memory, (2) unaligned device memory access patterns, (3) expensive atomic operations, and (4) weaker single-thread performance. On commodity multi-core processors, the application dataset is small enough to fit in caches, and when parallelized using a combination of task and short-vector data parallelism (via SSE/VSX) or through fully automatic optimization from the compiler, the application matches or beats the performance of the GPU version. The primary reasons for better multi-core performance include larger and faster caches, higher clock frequency, higher on-chip memory bandwidth, and better compiler optimization and support for parallelization. The best performing versions on the Power7, Nehalem, and GTX 285 run in 1.02s, 1.82s, and 1.75s, respectively. These results conclusively demonstrate that, under certain conditions, it is possible for a FLOP-intensive structured application running on a multi-core processor to match or even beat the performance of an equivalent GPU version.

Download whitepaper from IBM

[via]

2175
3D-Tech News Around The Web / Afterburner 1.6.0 Beta 6
« on: May 31, 2010, 03:57:13 PM »
Download at Guru3D

Quote
[Changelog for Afterburner 1.6.0 Beta 6]
- Added voltage control for one more MSI N240GT Low Profile graphics card version
- Added initial NVIDIA GeForce GTX 465 series graphics cards support
- Changed marketing name for MSI R5670-PD512 in hardware database
- Core clock is now used as primary overclocking domain instead of shader clock on GeForce GTX 400
- Unlocked memory downclocking ability on GeForce GTX 400 series
- Default core voltages for NVIDIA GeForce GTX 400 series cards are no longer hardcoded into the database. Now MSI Afterburner uses new NVIDIA driver API to read variable default fused voltages on GeForce GTX 400 series graphics cards. Please take a note that new API reqires updated release 256 drivers, which are not available to public yet. MSI Afterburner will not affect core voltage at all when restoring defaults under curretnly available drivers
- Upper limit for core voltage slider on NVIDIA GeForce GTX 400 series graphics cards has been upped to 1213mV. Please take a note that regular GTX 400 cards will not allow you to go beyond the reference voltage limits (1087mV for GTX 470 and 1138mV for GTX 480) until unlocked BIOS is flashed
- Fixed <Link> button state saving/restoring issue on old NVIDIA cards caused
by introducing Fermi family support
- MSI On-Screen Display server has been upgraded to version 3.7.1. New server improves On-Screen Display 3D rendering mode compatibility with Source engine based games and Star Trek Online and contains updated profiles list


[Changelog for Kombustor 1.08]
- New: added the GPU voltage in the GPU monitoring zone.
- Change: now GPUs indexing follows the same indexing scheme than Afterburner.
- Change: added name of the graphics card in temperature graphs.
- Change: removed the auto-start of Afterburner.
- Bugfix: the benchmarking params group was still grayed.
- Minor bugfixes and changes.

2178
3D-Tech News Around The Web / Intel - Advanced Rendering Techniques
« on: May 29, 2010, 10:09:44 AM »
This article goes further into the details of the varying procedures associated with rendering in Autodesk* Softimage*. Rendering is as nuanced a task as lighting is and incorporates many of the principles covered in previous articles. You don't want to spend hours of effort creating detailed models and precise animation only to create substandard imagery in the final output of your scene, and there are many interrelated parameters and options to consider in this phase of scene creation. As with lighting, rendering is often one of the least-understood aspects of 3D imaging, but it's critical to achieving high-quality animations.

2179
The ATI Catalyst 10.5a Hotfix provides resolution for the following issue:

    * Battlefield: Bad Company 2 - Long load times for new maps when using a Windows® 7 / Windows Vista® based system with an: 
          o ATI Radeon HD 4xxx series graphics card
          o ATI Radeon HD 3xxx series graphics card
          o ATI Radeon HD 2xxx series graphics card

Download

2180
Unigine's old demos/benchmarks contain now also D3D11 renderpath.

Changes in Tropics version 1.3

    * Added stereo 3D support in several modes:
          o Anaglyph
          o Separate images
          o 3D Vision
          o iZ3D
    * Several performance optimizations

Changes in Sanctuary version 2.3

    * Added support of 3D Vision
    * Several performance optimizations

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