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Messages - Stefan

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2221
Download here

Quote
Changes from version 2.0.0 B4

  Several interop bugs have been fixed.  If you were having problems with OpenGL or Direct3D
interop, please try this build.
  Documentation for the new interop functions has been added.
  rtDeviceGetName, rtDeviceComputeCapability, rtDeviceGetTotalMemory and
rtDeviceGetAttribute have been unified into a single rtDeviceGetAttribute function.  IMPORTANT! 
Binary compatibility with previous versions of 2.0.0 Beta has been broken.  Binary compatibility
with 1.0 is maintained.
  API functions rtContextGetAttribute, rtContextGetDevices and rtContextGetDeviceCount have
been added.
  Performance improvements to host side node graph processing within OptiX has been improved. 
This should equate to faster frame rates, and should be especially noticeable with scenes
containing many nodes.
  Fixed outstanding bugs related to supporting modifications of the node graph after the first
rtTrace call.
  We no longer depend on the CUDA C runtime library, cudart.  No additional libraries are required
to be distributed with the OptiX libraries at this time.

2222
3D-Tech News Around The Web / Google nukes O3D, supports WebGL
« on: May 10, 2010, 04:21:26 PM »
Quote
At Google, we’re deeply committed to implementing and advancing standards, so as of today, the O3D project is changing direction, evolving from its current plug-in implementation into a JavaScript library that runs on top of WebGL.

Full story at Google

Also: Google has acquired BumpTop

2223
UralDev published two comprehensive articles incl. demos (OIT demo didn't run on my rig though).

Use Google for translation if necessary.

2224
3D-Tech News Around The Web / ComputeMark v1.3 available
« on: May 09, 2010, 08:17:38 AM »
Download here

Description:
ComputeMark is first 100% DirectX 11 Compute Shader benchmark. With DirectX 11, we can use huge performance of our graphic cards for more (real life, daily used) applications. With ComputeMark we are able to measure this power of our graphic cards and tell which one is better.

ComputeMark typically utilizes 99% of GPU (it's ultimate GPUs ass kicker, great for after-overclocking stability tests) and 0-1% of CPU. Windows Vista or Windows 7, DirectX 11 and DX11 graphic card are required.

Requirements:
- Windows Vista or Windows 7
- DirectX 11
- DX11 graphic card


Versions:

1.3 (07/05/2010)
- Optimizations for both ATI and NVIDIA
- Specs info on main screen
- Added Windows Vista support

1.2 (17/04/2010)
- Added CrossFire/SLI support

1.1 (12/04/2010)
- Added BURN test

1.0 (10/04/2010)
- First public release

2225
3D-Tech News Around The Web / BlendELF 0.9 Beta released
« on: May 08, 2010, 10:27:58 AM »
Quote
BlendELF 0.9 Beta released

Whats new:
- skeletal animations
- C++ and .NET API
- particles ( + mesh emitters )
- light shaft post processing effect
- joystick support
- physics updates (joints, restitution, sleep threshold and limiting physics to axises)
- IPO curves (for animations)
- more tutorials (GUI, particles, C++)
- rendering optimizations
- bug fixes
- Misc.: global tick rate and speed controls, errors recorded to elf.log, scn and gui built in variables removed (functions now return these objects, check the tutorials), over riding F10

Big thanks for Michael Gale for the .NET binding

Check out the new Physics demo with a lot of footballs bouncing around
You can modify amount of balls in init.lua, 5000 balls should be enough to bring your CPU down to the knees  ;D


2226
3D-Tech News Around The Web / Julia 4D demo in 4K using D3D11
« on: May 07, 2010, 04:21:40 AM »
.stem is a Julia 4D demo in 4K using D3D11
Watch video here



[via]

2227
Just in case you have missed or ignored the downloads on 3rd party sites, now they are official:

Hair
Island

Grass demo has not yet been released  :-\

D3D11/SM5 GPU mandatory, don't try these demos with older GPUs.

2228
"Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in the Microsoft-published Xbox 360 exclusive horror-thriller Alan Wake."

Full story at Gamasutra

2229
Quote
Brussels, May 4, 2010 – At the Research@Intel, Europe event in Brussels Intel Labs Europe showed a new technology that could dramatically improve performance of microprocessors when running older software. The technology called “Anaphase” has been developed at Intel Labs Barcelona.


Current processor designs have shifted towards multi-core. Nevertheless single thread performance remains very important as many applications have limited thread-level parallelism. As a result, users executing one of these applications experience little benefit from new multi-core processors.

Researchers from Intel Labs Barcelona now presented “Anaphase” which is a novel hardware/software hybrid approach to leverage multiple cores in order to improve single-thread performance on multi-core processors. This research focuses on different speculative techniques to automatically partition single thread applications to be processed on multiple cores.

On the hardware side, a new unit called “Inter-Core Memory Coherency Module” (ICMC) could be integrated into the die of future processors. The ICMC updates the memory state in program order, detects memory violations and implements check-pointing and recovery mechanisms, so that it can execute the resulting partitioned applications on multiple cores.

First simulated benchmarks running 12 SpecFP and 12 SpecInt benchmarks of the SPEC2006 suite show dramatic average performance improvements of 31% to 41% (depending on core size) over non-Anaphase optimized systems. At the present Anaphase is a research project and the Intel Labs Barcelona researchers are looking into ways how to potentially integrate this technology into future processor designs.

[via]

Some whitepapers:

Anaphase: A Fine-Grain Thread Decomposition Scheme for Speculative Multithreading

Microarchitecture and Compilers for Future Processors (TIN2007-61763)

Boosting Single-thread Performance in Multi-core Systems through Fine-Grain Multi-Threading




2231
3D-Tech News Around The Web / Nova Studio and SDK 2010 available
« on: May 02, 2010, 06:57:41 PM »
Quote
Thanks to Nova Studio, design your interactive 3D scenes with the solution which fits your needs.

Diffuse your work  through executable files, web pages, High Res screen captures or videos...

Check out their executable demos, partially with 3ds Max source files.




2232
Read the whitepaper from Microway.

Just in case you have $32000+ left over, check out their "Octoputer"  8)


2233
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library.
GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file.
Version 1.5.4 adds support for OpenGL 3.3, OpenGL 4.0 and new vendor, EXT and ARB extensions.

[via]

2234
3D-Tech News Around The Web / Crysis highend-benchmark maps
« on: April 30, 2010, 07:16:51 PM »
PCGH presents 2 nice maps "Nature" and "Widet2"  for benchmarking or just as an eye-candy  8)

To watch the maps use either the sandbox editor or command lines like:
crysis.exe -devmode +map nature
crysis.exe -devmode +map widet2



2235
Quote
GPCBencMarkOCL is a General Purpose Computing benchmark that evaluates the performance of OpenCL enabled devices with a collection of several algorithms and applications. The first generation of OpenCL and DirectCompute benchmarks have very limited functions and test items, which could not give a all-around performance evaluation.

GPCBenchmark is available in chinese and in chinglish english language  ::)

Just like the users at Beyond3D i had some hiccups.
To avoid that use only single tests, not all tests at once.


2236
Quote
What is the state of fluid simulation in games today?
--Most games do not perform fluid simulation. Usually they use particle systems where the particles do not interact with each other.

Full story at Intel

2237
3D-Tech News Around The Web / 4Sceners demo round-up April 2010
« on: April 30, 2010, 08:14:56 AM »
Get all of this month' releases at 4Players

2238
3D-Tech News Around The Web / The OpenGL Shader Wrangler
« on: April 30, 2010, 07:27:31 AM »
Quote
So, you need a lightweight solution that can organize your shader strings, load them up in a convenient manner, and automatically prepend #line  directives.
Not all developers like to use Lua. To that end, I wrote an “OpenGL Shader Wrangler”

[via]

2239
That's right, now Unreal 1, Rune and Deus EX can be run on Direct3D 6, 7, 8, 9, 10, 11 and OpenGL.
See the D3D10 renderer's page for more information.

Watch videos at RPS

Apparantly the renderer is hard-coded for the Steam versions that the developer used.
Demo versions (still can be found at CNET) didn't run on my rig  :(



2240
"Esenthel Engine is a complete game development platform allowing to create fully featured AAA titles.
The universal nature of the engine allows also for creating professional 3D Applications, Tools or even 2D Games."


Watch video here
Download SDK here



[via]

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