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Messages - Stefan

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2181
"Simul Weather" released a new demo.

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Features

* Live, realtime volumetric clouds
* Eye-wateringly fast!
* Physics-based cloud generation
* Multi-core calculation with Intel® Threading Building Blocks.
* Realtime weather-changes
* Time-of-day
* Atmospherics for distance fading
* Thunder and lightning
* Clouds you can fly through
* Simple C++ API
* Windows, console versions
* Renderer-independent
* Drop-in sample rendering source code and shaders for OpenGL, DirectX implementations
* Works with any 3D API or engine
* Built-in binary and XML load and save.

Multi-threading via TBB had no impact on my rig though  ???

2182
3D-Tech News Around The Web / Unreal Engine 3 Gets Multithreaded Support
« on: August 08, 2009, 10:08:56 AM »
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Epic Games recently announced that Intel Threading Building toolsets have become part of Epics integrated partners program for Unreal Engine 3 licensees. In other words, developers will no longer need to seek third-party resources when using the UE3 to gain access to multithreaded building tools.

Read full story at CinemaBlend.

2183
3D-Tech News Around The Web / Re: Microsoft GDC 2009 round-up (update)
« on: August 07, 2009, 04:06:07 PM »
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GDC 2009: Windows 7 - What Does it Mean to Game Developers
This talk will summarize the new platform features, and detail the technical differences between Windows Vista and the upcoming new release.

GDC 2009: Get Ready for Windows 7
This presentation introduces Windows 7 and summarizes the key developer advances such as The New Taskbar and Shell Experience, Federated Search, Multi-touch Support, and Sensors and Location.

GDC 2009: Out of Order - Making In-Order Processors Play Nicely
This session illustrated the strategies you can employ to get great performance on in-order CPUs, including tackling load-hit-stores, L2 miss, branch mispredicts and expensive instructions.

GDC 2009: Direct3D11 Tessellation Deep Dive
This talk will summarize the design of the hull shader, tessellator, and domain shader pipeline stages, and outline their intended usage.

2184
3D-Tech News Around The Web / NVIDIA SIGGRAPH 2009 round-up
« on: August 07, 2009, 04:01:54 PM »
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    * Slides are now posted for James Fung's Advances in GPU-based Image Processing and Computer Vision
    * Slides are now posted for Samuel Gateau's 3D Vision Technology - Develop, Design, Play in 3D Stereo
    * Slides are now posted for Tianyun Ni's Course: Efficient Substitutes for Subdivision Surfaces
    * Slides are now posted for Andrei Tatarinov and Alexander Kharlamov's Alternative Rendering Pipelines on NVIDIA CUDA
    * Slides are now posted for Steve Parker and Phil Miller's Efficient Ray Tracing on NVIDIA GPUs (OptiX)
    * Slides are now posted for Holger Kunz and Phil Miller's Accelerating Realism with the NVIDIA Scene Graph (SceniX)

Get them from NVIDIA dev zone.

2185
3D-Tech News Around The Web / ID's Rage shows off "virtual texturing"
« on: August 07, 2009, 03:57:11 PM »
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Several new screenshots of stunning Rage environments were included in a SIGGRAPH 2009 talk given by id Software senior programmer J.M.P. van Waveren.

Consisting mainly of environment shots, the images show off id's "virtual texturing" process, which allows the studio to create "unique, very large" textures in the id Tech 5 engine. For the technically minded, notes on the talk are available in this PDF

Watch gallery at ShackNews.

2186
Enable hardware accelerated PhysX to get fancy cloth effects like spiderwebs shaken by a gust of wind.
The game is built with Unreal Engine 3, so you can use the usual tweaks.

Get demo from NZONE.



If you have a regular joypad, install XBOX360 Controller Emulator.

2187
3D-Tech News Around The Web / Flam4CUDA 0.72 available
« on: August 06, 2009, 11:53:59 AM »
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v.0.72
-Updated to CUDA 2.3 - you'll probably have to update your drivers.
--Cuda 2.3 now supports multi-gpu with SLI enabled at the same time - no more twiddling settings!
-Fixed issue with frames becoming darker over the course of a long animation.
-Moved the flam3 XML loader to Flam4CudaX.dll, so it's now accessible to third parties.
v.0.71
-Added transparency option for PNG sequences.
-Fixed issue with the PNG sequence folder browser - you can now save to any folder, not just folders in My Pictures.
v.0.70
-Added support for rendering animations to PNG sequences.

Get it from Sourceforge.

Unfortunately the Electric Sheep server is down atm  :(


2188
3D-Tech News Around The Web / Microsoft GDC 2009 round-up
« on: August 06, 2009, 11:07:48 AM »
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GDC 2009: The Beauty of Destruction
This presentation will cover all aspects of C++ object destruction, ranging from destructor performance to best practices.

GDC 2009: Lockless Programming
This talk will explain the problems with locks and how lockless programming can avoid those limitations. It will then cover some of the challenges with lockless programming and how to manage them.

GDC 2009: NetGrove - New Tools for Network Optimization
The talk will provide demonstrations of a number of NetGrove’s features that build on the packet sniffing capabilities of NetMon 3.1 as well as provide easy-to-adopt techniques for tuning games to typical bandwidths and latencies.

GDC 2009: Direct3D11 Multithreaded Rendering and Compute
This talk will discuss the changes made to the Direct3D11 API that enable resource management and rendering work to be submitted across multiple CPU threads.

2189
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What’s New in v2.0-beta2

    * First public beta release of ATI Stream SDK with OpenCL™ CPU support.
    * The OpenCL™ 1.0 conformance logs from this release have been submitted to the Khronos OpenCL™ Working Group.
    * Several bug fixes and optimizations.
    * Brook+ is now available on SourceForge: http://sourceforge.net/projects/brookplus

2190
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We recently had the opportunity to speak with Neil Trevett, who fills positions as both the Khronos Group's President and Nvidia's VP of Embedded Content. Consumers might not hear the Khronos name too often, but the organization is responsible for setting and updating a number of key standards: among them OpenGL, OpenGL ES, and most recently, OpenCL.

Read full story at TechReport.

2191
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In the fifth issue of Intel® Visual Adrenaline magazine we feature how Dreamworks Animation is configuring their animation pipeline; how Justin Lassen and a collaborative set of CG artists are creating a new art form; how HDFilm’s Chadam is opening the way for game engines; and how Intel is expanding our support of CG artists through the new Artist and Animator Resources Center.

Get it from Intel.

2192
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When discussing things to do and see at SIGGRAPH, it is important to note the co-located conferences.  This year, SIGGRAPH is co-located with the Eurographics Symposium on Sketch-Based Interfaces and Modeling (SBIM), the Symposium on Computer Animation (SCA), Non-Photorealistic Animation and Rendering (NPAR), and High-Performance Graphics (HPG).  SCA has had good animation papers over the years, and is of interest to many game graphics programmers. NPAR is also a good conference for anyone interested in stylized rendering.  In this post I will focus on HPG, which is a new conference formed out of the merger of the venerable Graphics Hardware conference, and the newcomer Symposium on Interactive Ray Tracing.

Read full story at Real-Time Rendering Blog.

2193
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NVIDIA, the leader in GPU computing, today introduced the NVIDIA® OptiX™ ray tracing engine, part of a suite of application acceleration engines for software developers. NVIDIA acceleration engines make it easy to incorporate valuable, high-performance capabilities into applications, while simultaneously reducing development time.

NVIDIA application acceleration engines unveiled at Siggraph 2009 include:

    * NVIDIA® OptiX™ engine for real-time ray tracing
    * NVIDIA® SceniX™ engine for managing 3D data and scenes
    * NVIDIA® CompleX™ engine for scaling performance across multiple GPUs
    * NVIDIA® PhysX® 64-bit engine for real-time, hyper-realistic physical and environmental effects

Read full Press release

2194
3D-Tech News Around The Web / AMD Introductory Tutorial to OpenCL
« on: August 04, 2009, 05:17:43 PM »
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AMD just published its public OpenCL Beta for the CPU, soon to be followed with support for AMD’s latest GPUs. OpenCL is a young technology, and, while a specification has been published (www.khronos.org/registry/opencl/), there are currently few documents that provide a basic introduction with examples. This article helps make OpenCL easier to understand and implement.

2195
3D-Tech News Around The Web / GPU Address Space Mapping
« on: August 03, 2009, 04:54:41 PM »
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This post addresses some of the issues with texture and 2D/3D array address mappings when mixing compute and fixed function as well as dealing with cache lines and the higher granularity of global memory access of GPUs.

For those developers moving on to compute (CUDA, OpenCL, DX11 CS4/CS5), this is going to be an important thing to have a full understanding of!

2196
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This driver supports all of OpenGL 3.2 and GLSL 1.50, except for the following:

    * Geometry shaders as part of the core. You can use the ARB_geometry_shader extension instead
    * glXCreateContextAttribsARB() does not yet support the GLX_CONTEXT_PROFILE_MASK_ARB attribute value. In order to create a Core profile context, call glXCreateContextAttribsARB(), request OpenGL 3.2 as the version, and leave the GLX_CONTEXT_PROFILE_MASK_ARB attribute out. In order to create an OpenGL 3.2 Compatibility profile context, call the "old" glXCreateContext() entrypoint. Note: wglCreateContextAttribsARB() does support WGL_CONTEXT_PROFILE_MASK_ARB.

This driver exposes the following new extensions:

For OpenGL 2.1 capable hardware:

    * ARB_fragment_coord_conventions
    * ARB_provoking_vertex
    * ARB_vertex_array_bgra
    * ARB_depth_clamp

For OpenGL 3 capable hardware:

    * WGL_ARB_create_context (updated to create profiles)
    * GLX_ARB_create_context (updated to create profiles)
    * GL_EXT_separate_shader_objects
    * GL_NV_parameter_buffer_object2
    * GL_NV_copy_image.txt

Get it from NVIDIA dev zone.

2197
3D-Tech News Around The Web / Khronos Group announces OpenGL 3.2
« on: August 03, 2009, 04:23:56 PM »
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The Khronos(TM) Group, today announced OpenGL(R) 3.2, the third major update in twelve months to the most widely adopted 2D and 3D graphics API (application programming interface) for personal computers and workstations. This new release continues the rapid evolution of the OpenGL standard to enable graphics developers to portably access cutting-edge GPU functionality across diverse operating systems and platforms. The full specification is available for immediate download at http://www.opengl.org/registry. The official OpenGL 3.2 thread on the OpenGL message board is available for discussion.

2198
3D-Tech News Around The Web / Fluid Simulation for Video Games (part 2)
« on: August 02, 2009, 05:04:51 PM »
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Simulating fluid motion entails converting continuous equations into simpler discrete equations and using numerical techniques to solve the discretized equations. Spatial discretizations include grid-based and mesh-free methods. Simulations employ techniques for interpolating values between nodes, approximating spatial derivatives and evolving the simulation forward in time, meanwhile satisfying boundary conditions. Fluid simulations also provide the means to provide forces acting on bodies embedded in the fluid, which a separate rigid body simulator can apply.

Read full story at Intel.

2199
Javor Kalojanov published a paper to appear at HPG2009.
Furthermore two tech demos, that require GPU with CUDA compute capability 1.1

2200
The Institute of Computer Graphics and Algorithms of the TU Vienna honors their best works annually in their hall of fame.

Check out the technical demo "Phluid Fysics", which runs 5 times faster in hardware than in software PhysX mode.
If you have a fast NVIDIA GPU, increase refreshRate in config.txt


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