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Messages - Stefan

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OpenCL RayTraced Quaternion Julia-Set Example
Last Revision:   
Version 1.6, 2011-09-26
remove usage of make_float3 which is not supported by spec.
Updated Readme file to indicate that this demo will only work on Lion and onwards as it uses float3 vector data type.

The timestamp of the kernel file is March 2010  ??? , however this version runs faster in GPUCapsViewer

3D-Tech News Around The Web / CMSoft OpenCL Histogram Equalization
« on: October 02, 2011, 06:56:39 PM »
OpenCL Histogram Equalization

We're back to the programming and OpenCL examples after SIGGRAPH 2011 which was really interesting.

This time we bring to programmers an interesting example related to image processing: generation of OpenCL accelerated Histogram Equalized pictures.

The method consists of converting a color image into its HSL representation, performing the OpenCL Histogram Equalization on the Luminance channel and then converting back to RBG model for display. In our tests, the GPU overall time was 60x faster  than CPU single-core time.

We intend to ellaborate more on this example and more advanced filters later in the future. Feel free to leave a comment if you're interested in the topic.

I took a sample picture with about 6000x4000 pixels - 21 sec. conventional, 0.7 sec. OpenCL

3D-Tech News Around The Web / GLSL Live Editor
« on: October 02, 2011, 06:30:19 PM »
No proper documentation, read the thread at pouet

3D-Tech News Around The Web / MSI Afterburner 2.2.0 Beta 8 (2011-10-02)
« on: October 02, 2011, 05:55:04 PM »
Change list:

- Improved MSI On-Screen Display server v4.2.3:
- Improved video frames timestamping approach may improve smoothness of videos captured on low framerates
- Improved RTV1 codec provides better compression ratio (significantly better under certain conditions) without affecting the image quality and encoding performance
- Added alternate RTV1 compression mode providing 1.5x - 2x better realtime compression performance at the cost of some minor image quality loss. Video quality slider is now unlocked for RTV1 format, 100% quality selects original compression mode whilst any other value selects new high performance compression mode
- Now MSI Afterburner displays captured video file time, size, per-frame compression ratio and time in the On-Screen Display next to the video capture progress indicator
- Now multithreaded video capture optimization is forcibly disabled by default on single core CPUs
- Kernel mode RTCore driver has been upgraded to v1.6. New driver introduces RivaTuner-styled experimental protected MMIO IOCTLs and removes outdated IOCTLs dedicated for some old and currently abandoned RTCore technology based applications (HIS iTurbo and RMClock)
- Now MSI Afterburner starts significantly faster than before due to optimized I2C devices scanning, cached database access and optimized GPU context switching in profile load routine
- Fixed RTV1 codec installation issue on 64-bit systems
- Now power users may unlock additional hidden video capture formats via the configuration file
- Now screenshot and video capture quality can be adjusted with precise 1% steps instead of 5% steps in the previous version
- Now video capture framerate can be adjusted in [1 FPS; 100 FPS] range with precise 1 FPS steps instead of [25 FPS; 100 FPS] range
- Added Polish localization

I'd like to focus on is one interesting experimental thing in new release:

- Kernel mode RTCore driver has been upgraded to v1.6. New driver introduces RivaTuner-styled experimental protected MMIO IOCTLs and removes outdated IOCTLs dedicated for some old and currently abandoned RTCore technology based applications (HIS iTurbo and RMClock)

New protected MMIO IOCTLs allow MSI Afterburner to hide all low-level access to hardware much deeper into the driver, into separate kernel address space, where it cannot be accessed by unsafe user mode applications like Punkbuster. Protected MMIO can be enabled by editing configuration file and setting MMIOUserMode to 0 (it is set to 1 by default).

The download link of MSI Afterburner 2.2.0 Beta 8

3D-Tech News Around The Web / AMD embedded G-Series platform brief
« on: September 30, 2011, 04:37:43 PM »
This document lists features of the G-series APUs

Download here

I didn't notice obvious changes compared to last version, maybe fixes for latest GPU drivers etc.

SHADOWGUN talk at Unite

Many people were asking for slides from yesterdays “SHADOWGUN: rendering techniques and optimization challenges” talk, so here it is: SHADOWGUN at Unite’11 slides. And sorry for poor projector image.

Confirms Tegra 3 support for Android...

MADFINGER Games  released his extremely anticipated game Shadowgun  for iOS.
Even their competitor AngryMobGames is excited.

Android version - which is said to be Kal-El (NVIDIA Tegra 3) optimized - is scheduled for early October

The latest source code for the LLVM-based compiler Clang—the default compiler in Apple's Xcode developer tools—shows that support has recently been added for Marvell's quad-core, ARM-based Armada XP processor. Since Marvell is targeting the processor for low-power cloud computing applications, why exactly does Apple's version of Clang offer conditional support in its development tool chain?

Full story at Ars Technica

3D-Tech News Around The Web / AMD Catalyst 11.9 WHQL
« on: September 28, 2011, 07:13:09 PM »
Release notes here
Downloads here

Here are the links for Mobility users who ain't loved by AMD:
11.9 Mobility 64 bit
11.9 Mobility 32 bit
(btw Catalyst 11.10 preview works also fine with Mobility GPUs)

3D-Tech News Around The Web / Intel OpenCL SDK 1.5 released
« on: September 28, 2011, 06:55:15 PM »
Intel released today an updated version of the Intel® OpenCL SDK for the CPU with significant new features and new performance improvements.

Available for free download at, the Intel® OpenCL SDK 1.5 makes it easy for you to design, build, debug, and profile OpenCL™ applications running on the CPU device, and is optimized for Intel® Core™ and Intel® Xeon® processors.


3D-Tech News Around The Web / Re: MSI Kombustor 2.2.0 beta available
« on: September 23, 2011, 01:26:08 PM »
Works fine with my ATI Cedar/Intel 330m hybrid notebook.

btw sensor reading in GPUCapsViewer fails with latest Catalyst beta

3D-Tech News Around The Web / Re: [Android] Sky Castle 3D Graphics Demo
« on: September 22, 2011, 04:28:36 PM »
Finally i managed to run the demo, looks very nice, especially the reflection on the polished marble floor in the rotunda.
Minor graphical glitches like visible seams between textures - i have seen worse professional games though...

3D-Tech News Around The Web / Re: NVIDIA Kal-EL Variable SMP
« on: September 21, 2011, 02:34:40 PM »
Ipad 2 leads in Kishonti benchmark

I have also read some bad reviews in Android market where people complainted that games built with Unity 3D engine perform worse compared to iOS version of the same game.

We'll know more when Unigine and Unreal release SDKs for both iOS and Android.

September 19, 2011 - Epic Games, Inc. has released the September 2011 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.

This month, we are thrilled to ship a new and improved UDK, now with Mac support. Keep reading for more details.

3D-Tech News Around The Web / NVIDIA Tessellating NURBS with CUDA
« on: September 21, 2011, 05:44:13 AM »
NURBS, or Non Uniform Rational B Splines, are a curved surface representation commonly used in computer aided design and digital content creation. They define a mathematical surface as a collection of points computed from a tensor product of the NURBS basis functions, control vertices, and weights

Get updated demo here

3D-Tech News Around The Web / NVIDIA Kal-EL Variable SMP
« on: September 21, 2011, 05:15:06 AM »
NVIDIA’s Project Kal-El processor implements a novel new Variable Symmetric
Multiprocessing (vSMP) technology. Not previously disclosed publicly, vSMP includes a fifth
CPU core (the “Companion” core) built using a special low power silicon process that executes
tasks at low frequency for active standby mode, music playback, and even video playback. The
four main “quad” cores are built using a standard silicon process to reach higher frequencies,
while consuming lower power than dual core solutions for many tasks. All five CPU cores are
identical ARM Cortex A9 CPUs, and are individually enabled and disabled (via aggressive
power gating) based on the work load. The “Companion” core is OS transparent, unlike current 
Asynchronous SMP architectures, meaning the OS and applications are not aware of this core,
but automatically take advantage of it. This strategy saves significant software efforts and new
coding requirements.

In addition to vSMP technology, it’s important to remember that more cores are better for power 
management than fewer cores. As an example, quad core CPUs deliver lower power at all
performance points compared to dual core CPUs. The reason is that four cores can run at a
lower frequency, and hence lower voltage when processing the same amount of work as a dual
core CPU. Since power is proportional to the square of the voltage, the overall CPU power can
be significantly less – and still complete the same amount of work.

Check out these whitepapers:

Bullet 2.79 is out. It is mainly a bugfix release, but there are a few new features. In particular there is a new convex decomposition library, HACD, integrated.  Also we now support the premake build system, next to cmake and autotools. Premake can autogenerated Visual Studio project files that can be distributed, unlike cmake.

See for more information.

We uploaded the slides from our SIGGRAPH course “Destruction and Dynamicsfor Film and Game Production”. You can find the slides at

3D-Tech News Around The Web / [Android] Sky Castle 3D Graphics Demo
« on: September 19, 2011, 03:27:13 PM »
A little 3D Graphics Demo I created to show what my android phone was capable of (and to shut up my friend with an iPhone) as there isn't an alternative to epic citadel on android at the moment.
It is a little slow in some areas but I will improve both the performance and graphics in time and I will probably add more levels too.
Tested on Xperia play but should work on all armV7 devices.

Visit Developer's Website›

Source: Phandroid

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