Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Stefan

Pages: 1 ... 110 111 [112] 113 114 ... 164
Nvidia’s GPU Conference  just ended. Here is a list of the 10 most noteworthy products, technologies, and news items from the event.

This month’s build of UDK features significant additions, including:

· UDK users now have access to the gameplay profiler tool.
· Matinee’s movement tracks can now be split into individual translation and rotation components.
· Users can bulk edit texture properties within the Content Browser.

Download here or here

3D-Tech News Around The Web / ATI GPU ShaderAnalyzer 1.55
« on: September 24, 2010, 04:58:13 AM »
GPU ShaderAnalyzer is a tool for analyzing the performance of pixel, vertex, geometry, hull, domain and compute shaders for ATI Radeon™ graphics cards. It gives you accurate performance estimates for your shaders and even allows you to view disassembly of the generated hardware shader, all without having to run the application on actual hardware. GPU ShaderAnalyzer can be used as a GUI tool for interactive tuning of your shaders or in command line mode to generate detailed reports. It supports Direct3D (D3D9.0 - D3D11) and OpenGL (GLSL 1.50, arb_fp and arb_vp) shaders.

What's New in Version 1.55

    * Support for Catalyst™ driver 10.4-10.9
    * Support for June 2010 DX run-time.
    * Fixed an installation problem on a machine with VBScript disabled.

Revision 6.1

Added the NVIDIA Quadro 6000, 5000 and 4000 graphics cards.
Updated the specifications of the NVIDIA Quadro FX 3800 graphics card.
Updated the specifications of the NVIDIA Quadro FX 1800 and FX 1700 graphics cards.
Updated the specifications of the NVIDIA Quadro FX 580 graphics card.
Updated the specifications of the NVIDIA Quadro FX 380 LP and FX 380 graphics cards.
Removed the NVIDIA Quadro FX 5900 (Future) graphics card.
No. of cards: 126

You can download the Bullet 2.77 from the usual place at (based on svn revision 2218)

The main new feature is the OpenCL and DirectCompute hardware accelerated cloth simulation.
Thanks to Lee Howes from AMD for this contribution and thanks to NVIDIA for a Fermi GTX 470 GPU for compatibility testing!

We have done a lot of work to streamline OpenCL development for various platforms. We can debug OpenCL kernels using MiniCL, a simplified OpenCL replacement that compiles kernels using the regular C/C++ compiler. The demos can be compiled using OpenCL 1.0 and 1.1 using the most recent AMD and NVIDIA OpenCL SDKs for Windows and Linux as well as Mac OSX. A lot of work went into tweaking the CMakeLists.txt for the cmake build system so it works nicely with various OpenCL SDKs cross-platform. We also used a modified version of CMake to generate Visual Studio project files that we distribute, using relative paths and environment variables etc. The OpenCL kernels are embedded in the executable by default, but they can also be loaded from disk.

There is also a DirectCompute cloth implementation for Microsoft DirectX11. You can see Lee Howes presentation at MSDN here

    * OpenCL & DX11 cloth simulation as part of BulletSoftBody. See Bullet/Demos/OpenCLClothDemo and Bullet/Demos/DX11ClothDemo. This is an initial implementation, and there is no support for collision detection or other advanced features yet.
    * New btParallelConstraintSolver as part of BulletMultiThreaded. Although mainly targetting PlayStation 3 SPUs it also accelerates multi-core PCs. See Bullet/Demos/MultiThreadedDemo or get the spubullet-2.77 from PS3 Devnet.
    * Many more bug fixes and minor features.

Check out the precompiled Windows executables in the download section.

Some related news:

    * We forked the 3ds Max plugin, replacing PhysX by Bullet. It is open source under the MIT license and it supports .bullet export. See for source and precompiled versions.
    * OgreKit is a new open source framework that makes very easy to develop using Bullet, Ogre, OpenAL and Lua. It directly reads Blender .blend files and works on Windows, Linux, Mac OSX and iPhone/iPad. See
    * Cinema 4D release 12 has improved support for Bullet, including constraints and their improved soft body implementation. Cinema 4D 12 also supports .bullet export. Download a free trial demo here:

Feedback is welcome,

Component maker Zotac is one of NVIDIA's closest partners and it has now announced the new ZOTAC GeForce GTX 460 3DP that offers something unique, name support for up to four monitors.

Full story here

Afaik Forceware only supports only 2 monitors per GPU. I wonder how this card internally works  ???

We have improved the support of the latest Intel Sandy Bridge processor in CPU-Z.
It does now display the processor name and logo, as well as the memory frequency and timings.

You can download the beta version at that address.

3D-Tech News Around The Web / TheaRender - interactive render beta
« on: September 22, 2010, 05:34:38 PM »
Our first goal with interactive render (IR) was the full integration of our OpenGL viewport. This way, IR can be used the same way with the same navigation controls. Besides the integration with the viewport, full integration with the rest of UI is implemented, so that almost every function of Thea works in co-operation with IR. This way, we can tweak settings, apply materials, etc. with IR keep working in the background.

The second goal, was the render method itself. We wanted a new mode that would be as fast as possible especially in initial updates. Although this can be parameterized to use TR1/TR2 unbiased methods, for IR we developed two "lighter" techniques; one progressive biased and a Monte Carlo unbiased.

Download beta demo here

In today's Dispatch, we transport you to the nexus where fantasy meets technology. And at the center of it all, you'll find Intel HD Graphics, our newest integrated graphics offering and the first to include the CPU and GPU in one package. Beam me up, Scottie!

•           When designing games, developing for both maximum gameplay and reduced power consumption can be a constant concern. In Star Trek* Online Goes Where No Game Has Gone Before, Jimb Esser, the lead graphics programmer for Cryptic, discusses the challenges faced in taking this beloved franchise into the world of MMO gaming, and why optimizing the game to run on processors equipped with Intel HD Graphics was an obvious choice.

•           The 2010 Intel® Core™ processor family with Intel HD Graphics provides new features that improve system performance and reduce power usage, especially in mobile systems. Now, both developing and running applications when on-the-go with your laptop can give you increased performance. Read how in the Intel® HD Graphics Dynamic Frequency Technology white paper.

3D-Tech News Around The Web / Notepad++ 5.8 released
« on: September 22, 2010, 10:32:27 AM »
 Notepad++ v5.8 new features and fixed bugs (from v5.7) :

   1. Upgrade Scintilla to version 2.21.
   2. Fix a vulnerability issue: Load ScinLexer.dll with its full path to avoid hijack.
   3. Fix Unicode file corrupted on saving bug (the buffer alignment issue).
   4. Fix DBCS encodings file saving corruption bug.
   5. Fix file containing NULL character loading bug.
   6. Fix php syntax highlighting bug.
   7. Fix dragging undocked window performance issue while using Vista Aero UI style.
   8. Fix dragging undocked window performance issue while using Vista/Windows7 Aero UI style.
   9. Fix large file truncated after loading problem.
  10. Improve file loading performance.
  11. Fix Shortcut Mapper inconsistence issue after deleting a macro or an user command.
  12. Add 2 line wrap methods (default plus aligned and indent).
  13. Add 2 menu commands : "Modify Shortcut/Delete Macro" and  "Modify Shortcut/Delete Command".
  14. Add "Modify" and "Delete" buttons on Shortcut mapper dialog.
  15. Add macro new ability to record search and replace actions.
  16. Fix SaveSession bug.
  17. Remove characters count feature from the status bar due to its performance issue with UTF8 file.
  18. Fix crash issue due to themes switching.
  19. Make folding margin hidable.
  20. Add NPPM_GETCURRENTNATIVELANGENCODING, NPPM_ALLOCATECMDID and NPPM_ALLOCATEMARKER message (to get the current native language enconding).
  21. Change editing settings saving behaviour : one set of settings are applied in 2 scintilla controls (except zoom).
  22. Add Statistics feature which is accessible from the menu command "Summary..." (under menu "View") and the 2nd zone of statusbar (double click).

3D-Tech News Around The Web / dxProf 1.0.7 is released
« on: September 22, 2010, 01:24:09 AM »
dxProf 1.0.7 is released
What's new:
- Fixes d3d function names in the callstack
- Fixes for not being able to turn on pause mode when target application uses directinput
- Added simple api to control dxprof behaviour from the target application

3D-Tech News Around The Web / Indigo Renderer 2.4 released
« on: September 22, 2010, 01:12:31 AM »
Indigo 2.4 is dramatically faster than Indigo 2.2, a result of numerous optimisations in the core rendering engine: vastly more efficient MLT, up to 2X faster instancing and motion blur in complex scenes, colour noise is completely eliminated, 4X faster blackbody illumination and many other substantial improvements.

Indigo shaders run 10-20X faster using Indigo 2.4 in 64 bit mode than Indigo 2.2 64 bit, a night-and-day performance difference for complex materials.

After 27 minutes the testscene still looked grainy  ???

In fact, today a new Gallium3D state tracker was pushed into Mesa and it's perhaps the most interesting state tracker for this open-source graphics driver architecture yet. It's a state tracker that exposes Microsoft's DirectX 10/11 API on Linux! And it's already working and can be hooked into Wine!

Full story here

3D-Tech News Around The Web / Physics demos from NVIDIA GTC keynote
« on: September 22, 2010, 01:07:30 AM »
several interesting physical demos were presented during GTC Day 1 Keynote by Tony Tamasi, Senior Vice President Content and Technology in NVIDIA.

Full story here

3D-Tech News Around The Web / Nvidia announces CUDA x86
« on: September 22, 2010, 01:06:20 AM »
The incoming PGI CUDA C compiler for x86 allows developers to optimize CUDA applications for x86 systems that don't include an Nvidia GPU

Full story here

...application I developed for my diploma thesis "Realistic visualization of a character in a real-time application" with Unity including:

- Skin Shading (incl. a subsurface scattering approximation)
- Hair Shading (anisotropic specular, ...)
- Cloth Simulation
- Facial animation (incl. detailed dynamic normal maps)
- and much more... ;)

To download the application and for more information about this project, have a look at my blog at

3D-Tech News Around The Web / Visions Of Chaos
« on: September 21, 2010, 09:15:30 AM »
Visions Of Chaos is a professional high end software application for Windows. It is simple enough for people who do not understand the mathematics behind it, but advanced enough for fractal enthusiasts to tweak and customise to their needs. It is the most complete all in one application dealing with Chaos Theory available. Every mode is written to give the best possible quality output. There are thousands of sample files included to give you an idea of what Visions Of Chaos is capable of.

3D-Tech News Around The Web / Mobile GPU Comparison Guide Rev. 9.8
« on: September 21, 2010, 06:47:43 AM »
Mobile GPU Comparison Guide Rev. 9.8

Added the NVIDIA GeForce GTX 470M and 460M GPUs.
Added the NVIDIA GeForce GT 445M, 435M, 425M, 420M and 415M GPUs.
Updated the specifications of the NVIDIA GeForce GTX 480M GPU.
Total GPUs : 234

Aparapi is an API for expressing data parallel workloads in Java and running those workloads on a compatible GPU if possible. Where your workload actually ends up running depends on

    * whether you have the ATI Stream SDK installed
    * whether you have a compatible GPU
    * whether your Java parallel code avoids any constructs that would make it untranslatable to OpenCL™. These restrictions are detailed in the Aparapi Readme file.

If your code and your target platform meet all of the above, Aparapi will translate your workload to OpenCL™ and will run your workload on the GPU. Otherwise, your same code will still run as a parallel workload using a Java Thread Pool and will be able to take advantage of multiple cpu cores if you have them.

Pages: 1 ... 110 111 [112] 113 114 ... 164