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Messages - Stefan

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2261
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THE OLD COBBLERS that Nvidia is busily chipping away trying to adapt its Cuda technology to AMD's GPUs has emerged yet again, seemingly over some confusing comments made by the Green Goblin's chief scientist, Bill Dally.

Read full story at The INQ.

2262
3D-Tech News Around The Web / Self Shadowed Bump Maps Generator
« on: July 02, 2009, 10:57:13 PM »
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A GUI interface to a tool for generating SSBumps (Self Shadowed Bump Maps). Includes a CUDA GPU rendering extension.

Get it from Sourceforge.

2263
3D-Tech News Around The Web / Flam4CUDA 0.69 available
« on: July 02, 2009, 10:35:33 PM »
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v.0.69
-Fixed bug in loading flames with the hue parameter used which was introduced when I switched the palettes to floating point (v.0.63)
-Added support for png transparency
-Greatly improved saturation correction, most noticable in bright red and orange areas
-Set *.flam3 to the default file option, at least until *.flam4 is implemented
-More performance tweaks for multi-GPU

Get it from Sourceforge.

Get *.flam3 data files from SheepServer: click image -> genome -> file


2264
3D-Tech News Around The Web / CUDPP 1.1 Now Available
« on: July 01, 2009, 03:43:29 PM »
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Release 1.1 of the CUDA Data-Parallel Primitives Library (CUDPP) is now available for download. 
The two major new features in CUDPP 1.1 are a very fast new radix sort implementation with support for sorting key-value pairs (with float or unsigned integer keys); and a new pseudorandom number generator, cudppRand. CUDPP 1.1 also replaces its former custom license with the standard BSD license.
This greatly simplifies the CUDPP license details, and it also enables CUDPP to move into a public source repository such as Google Code in the near future. For more information, visit the CUDPP Website.

2265
3D-Tech News Around The Web / Go Bonsai!
« on: June 30, 2009, 09:08:29 PM »
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“Go Bonsai” is a prototype of highly realistic interactive tree growth software that I would like to eventually build a full game around. As far as I know this is the first and only 3D tree simulator available anywhere.  Many features are planned for the future like ability to save and load trees, more tools, wiring, roots, pot selection, scenery, higher quality rendering, etc. Until then please enjoy what I have so far which is a pretty tight demonstration of the engine with one tree type and a simple interface.

Features

    * Simple and easy to learn interface
    * Realistic 3D tree growth simulation
    * Seasonal growth cycle
    * Leafs and branches are effected by gravity and wind
    * Complex lighting model with self shadowing that effects growth
    * Growth pattern simulation of a Japanese Maple
    * Snap Shot button to easily save images of your trees
    * Game and data all packed into single exe file

2266
Ali Rahimi's latest work...



[via]

2267
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NVIDIA has hinted that it has a project in the works that will enable NVIDIA's CUDA technology on AMD GPUs.

Read full story at TechRadar.

[via]

2268
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Graphite is a high-performance outdoor rendering middleware suitable for rendering large terrain surfaces, water and vegetation layers. The library is designed to be quickly integrated into any engine or application using DirectX9 or DirectX10 rendering API for Window PC platform. The renderer is 100% compatible with Grome modeler application but can be modified to accept input from various data sources.

Read full story at DevMaster.

2269
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Nvidia has just announced that a bunch of fresh plug-ins delivering CUDA-based, Quadro-powered GPU acceleration to Adobe Creative Suite 4 (CS4), have now been made available.

Read full story at TCM.

2270
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Researchers at the Georgia Tech Research Institute (GTRI) and the Georgia Tech School of Electrical and Computer Engineering are working on a project funded by the Air Force and DARPA to modify the Vector, Signal and Image Processing Library (VSIPL) to run on GPUs.

Read full story at HPCwire.

[via]

Link to current library version seems to be broken, try the old one.


2271
3D-Tech News Around The Web / OpenCL-Z 0.1 alpha
« on: June 29, 2009, 04:07:50 PM »
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This program was born as a parody of another *-Z utilities like CPU-Z or GPU-Z. It shows some basic information about OpenCL-enabled GPUs and CPUs.

Quick test:
Requires Forceware 185.85 or newer and OpenCL 1.0 of course  ;)
Works fine with ye olde 8800GTX under XP32, Vista64 pops up some MSVC8 debug windows.



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2272
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What Is AI for Games?

At its most basic level, “artificial intelligence” consists of emulating the behavior of other players or the entities (that is, all the elements of the game that can act or be acted upon—from players to missiles to health pickups) they represent. The key concept is that the behavior is simulated. In other words, AI for games is more “artificial” and less “intelligence”. The system can be as simple as a rules-based system or as complex as a system designed to challenge a player as the commander of an opposing army.

Read full story here and here.


2273
3D-Tech News Around The Web / Real-time Gaming from the Cloud
« on: June 28, 2009, 06:03:06 PM »
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While social media has been the “new shiny toy” for some time, attracting the headlines and the VC dollars as companies and individuals try to  monetize this phenomenon, another, related subject may be about to thunder and lightning. Yes, I’m talking about the “Cloud”.

For this hardcore audience, my question is: “Can you game in real-time from the cloud?”

Read full story at AMD.

2274
3D-Tech News Around The Web / ATI Catalyst 9.7 Beta available
« on: June 28, 2009, 12:23:41 PM »
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DriverVer=06/10/2009, 8.630.0.0000

ONLY XP x86/x64 at this time

http://www.megaupload.com/?d=KYXNVKC8

[via]

2275
3D-Tech News Around The Web / AMD DirectX 11 White Paper Released
« on: June 28, 2009, 08:09:27 AM »
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AMD has released a whitepaper that has been put together by AMD to showcase the importance of DirectX 11 and why it matters. They also gave us quick breakdown explaining that DX 11 is about efficiency.

    * Improved Parallelism
    * Improved Precision and Integer Processing
    * Tight Integration between Compute Shaders and Rendering Pipeline
    * Improved Ease of Programming and Better Memory Usage Efficiency

Read full story at LegitReviews.

P.S.
According to PCGH the screenshots at LegitReviews are fake.

2276
3D-Tech News Around The Web / Arteria 3D worldbuilder
« on: June 27, 2009, 08:05:06 AM »
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Arteria3D worldbuilder packs contain everything needed for you to recreate a time in history, whether it be real, or fantasy.  Each pack contains over 20 buildings, faithfully recreated in the style they depict, plus interiors for your characters to go into, with animated doors for easy access.  Also included are props, which could be outside objects including trees, streetlamps etc, plus interior props such as furniture items.

Two worlds are available as playable demo build around Unity3D engine: Medieval Worldbuilder Pack 1 and Middle East Worldbuilder Pack

2277
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With no truly new cards coming anytime soon, Taiwan-based manufacturer MSI has decided on hyping up its current offer, more specifically, the models that feature the relatively fresh Military Class design. Basically, by using components like the Hi-c CAP, SSC (Solid State Choke) and Solid CAPs, MSI was able to make cards that comply with the temperature standard MIL-PRF-39003L of the US Department of Defense, and deliver improved stability over longer periods of time, even when overclocking comes into play.

Read full story at TCM.

2278
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A tutorial on High Performance Computing with CUDA was held at the International Conference on Supercomputing in Hamburg on Monday, June 22nd 2009.  The tutorial included an introduction to the CUDA programming model and C for CUDA, along with details on the CUDA Toolkit, Libraries, and optimization.  The tutorial also provided an introduction to OpenCL, and finished with a case study on Computational Fluid Dynamics by Dr. Graham Pullan from Cambridge University.  Slides from the tutorial are now posted here on GPGPU.org.

2279
3D-Tech News Around The Web / Triple Buffering: Why We Love It
« on: June 26, 2009, 07:52:43 AM »
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We ... hope more developers will start making triple buffering the default option in their games, as it will deliver the best experience to gamers interested in both quality and performance. There are only a handful of games that include triple buffering as a built in option, and NVIDIA and AMD drivers currently only allow forcing triple buffering in OpenGL games. This really needs to change, as there is no reason we shouldn't see pervasive triple buffering today.

Read full story at AnandTech.

2280
3D-Tech News Around The Web / NVIDIA Scene Graph SDK 5 available
« on: June 25, 2009, 04:16:49 AM »
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NVSG 5, the fifth release of the NVIDIA Scene Graph SDK, is a cross-platform, object-oriented programming library for software developers to quickly create interactive OpenGL applications having the highest degree of interactive performance and realism. Unlike most scene graphs, NVSG was designed around shader usage for applications requiring high image quality and the flexibility to share shaders via CgFX.

Read full story at NVIDIA.

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