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Messages - Stefan

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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.

3D-Tech News Around The Web / OpenCL – Portable Parallelism Tutorial
« on: September 21, 2010, 06:17:36 AM »
Architecture and balance ratios are key concepts that are essential to understanding OpenCL device performance. In particular, the bandwidth of the link between the host and OpenCL device, along with the memory bandwidth of the device can be key performance metrics. In some cases, either of these hardware characteristics can make it too expensive to move a calculation from the host onto an OpenCL device. However, many problems require enough computation per data item transferred to greatly speed OpenCL applications.
Finally, this tutorial has provided a quick and basic introduction to OpenCL along with an example code that can run on both CPU and GPU device types. Try it and see how it works.

Full story here

Join James Fung from Developer Technology at NVIDIA as he covers the following advanced topics for DirectCompute:

    * Work distribution best practices
    * Compute shader code best practices
    * Algorithm selection best practices
    * Multi-GPU best practices

He also gives an example problem, scan/reduction, and then goes through various optimizations for that problem.

Watch video here

3D-Tech News Around The Web / Unigine: CUDA vs OpenCL vs SPU Part IV
« on: September 18, 2010, 05:21:35 PM »
Finally I've got radix sort implementation which is working on AMD OpenCL. ... And now we have new more interesting results 
Time of GPU sorting includes time of data downloading from video memory. Sorted structure is single uint2 array for bitonic sort, and two int arrays for radix sort.

Full story here

When the FirePro series based on AMD's Evergreen GPU was first hitting the street they had a huge lead in performance and feature set making them the perfect upgrade for professional users looking for the best available product.  Since then NVIDIA has released their Quadro update based on the Fermi architecture and has taken back some of the spotlight; AMD still has the edge in features but the performance edge probably leans towards NVIDIA for now.  That being said, if you are in the market for a multi-display card, there is nothing even close to the FirePro V9800 and its 6 DisplayPort outputs except maybe AMD's own V8800 with four.  AMD is hoping to capitalize on that customer need with a solution that can dramatically lower their costs and provide new development and display experiences.   

Full story at PCPER

POWERVR Insider SDK has some nice samples and a GUI with a comprehensive log.
The videos from native demos look still better though.

ARM Mali emulator works fine with either ATI or NVIDIA.
It requires Cygwin, i.e. cygwin1.dll in system path or application folder.

The samples didn't knock my socks off  :P

3D-Tech News Around The Web / Re: [GLES 2.0] Qualcomm Adreno SDK 2.1
« on: September 18, 2010, 03:08:14 PM »
Shader samples rechecked, it appears that only a third doesn't like NVIDIA.

From my understanding these samples do not use native GLES2.0, but a wrapper that translates functions into "regular" OpenGL

More GLES2.0 SDKs will be tested later...

3D-Tech News Around The Web / NVIDIA CUDA 3.2 RC now available to public
« on: September 18, 2010, 07:44:27 AM »
Downloads at developer zone

Release 3.2 Beta (R260 Beta Driver Update)
* CUDA SDK Visual Studio projects have been revised to use environment variables $(CUDA_PATH) to reference the
  CUDA Toolkit Installation path, includes, and compiler.  The CUDA tookit also installs NvCudaDriverAPI.rules
  and NvCudaRuntimeApi.rules to refer to rules files which are versioned: NvCudaDriverApi.v3.2.rules and
  NvCudaRuntimeApi.v.3.2.rules.  To help with development migration from CUDA 3.1 to CUDA 3.2, the environment
  paths CUDA_BIN_PATH, CUDA_INC_PATH, and CUDA_LIB_PATH are defined and set by the CUDA 3.2 toolkit.

  Please refer to the Getting_Started_Windows.pdf on windows and the CUDA toolkit release notes for
  more details in the CUDA Toolkit release notes.

* Added cudaEncode sample (not pre-built) which demonstrates CUDA GPU accelerated video encoding of YUV to (H.264 and VC-1).
* Added SLI D3D10 Texture sample that demonstrates improved performance for multi-GPU configurations.
* Added Interval Computing sample (illustrates how to use Recursion on Fermi Architecture)
* Added VFlocking (not-pre built) sample demonstrating a CUDA simulation of bird flocking behavior.

[All OS]
* Added MonteCarloCURAND samples for estimation of MonteCarlo Simulation with the NIVIDA CURAND libraries
    EstimatePiInlineP, EstimatePiInlineQ, EstimatePiP, EstimatePiQ, SingleAsianOptionP
* Add bilateralFiltering sample
* Add conjugateGradient solver on the GPU using CUBLAS and CUSPARSE libraries
* Add simplePrintf (shows how to call cuprintf through device code)
* Updated DeviceQuery/DeviceQueryDrv samples to support determine if ECC/TCC is enabled for Tesla devices

* Added FunctionPointers (version of SobelFilter) sample, requires GPU based on Fermi architecture
* Updated BicubicTexture sample to include Catmull Rom

OpenCL R260 Beta
* Added SDK sample: oclTridiagonal

Direct Compute
Release 3.2 Beta (R260 Beta Driver Update)
* No Changes

3D-Tech News Around The Web / NVIDIA PhysX SDK released
« on: September 17, 2010, 05:05:08 PM »
Registered developers can download it here

No changelog available that explains changes to

GeexLab, FluidMark and GPUCapsViewer still work fine.

3D-Tech News Around The Web / [GLES 2.0] Qualcomm Adreno SDK 2.1
« on: September 17, 2010, 07:55:51 AM »
Welcome to QUALCOMM's Adreno™ Software Development Kit (SDK). This is the first commercial of the SDK for OpenGL ES 2.0 Emulator on Windows. This kit is intended to provide developers with the inside scoop on getting the most out of QUALCOMM's latest handheld graphics products.

The robot demo runs on either NVIDIA or ATI GPU.

OpenGL ES 2.0 shader samples #0-14 with teapot model crash nvogl32.dll, #15-49 work with NVIDIA, no issues with ATI

Change value in "Media/CurrentScene.txt"  to match the shader number in folder "Shaders_Raw"

I wonder if these GLSL shaders work in GeexLab?

3D-Tech News Around The Web / Microsoft XNA Game Studio 4.0 released
« on: September 17, 2010, 06:14:46 AM »
XNA Game Studio 4.0 is a programming environment that allows you to use Visual Studio 2010 to create games for Windows Phone, the Xbox 360 console, and Windows-based computers. XNA Game Studio 4.0 includes the XNA Framework 4.0, which is a set of managed libraries designed for game development based on Microsoft .NET Framework 4.

The XNA Framework Redistributable provides the necessary runtime components to execute a game on Windows that was developed using Microsoft XNA Game Studio 4.0. This release contains improved functionality as well as new features. Installation of this runtime is unnecessary on systems with Microsoft XNA Game Studio 4.0 already installed. The Microsoft Software License Terms for Microsoft XNA Game Studio 4.0 covers the terms under which developers may use the Redistributable. For full details, review the Microsoft XNA Game Studio 4.0 license terms.

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