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Messages - Stefan

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I build this realtime project in about 2 month. Its a commercial center located in tehran. Its full HDR. Including 16bit float lightmap. The result is correct tonemapping.

Game engine: Quest3d
Model: Maya
Texture: Photoshop
Render engine for lightmap baking: Turtle

HD Quicktime
SD Quicktime
Related topic
Official page
My online portfolio website

Neoqb is a young, creative Russian game development company which recently created a modern combat flight simulation game, Rise of Flight* has merited international success and critical praise, reaching more than 80 countries around the world. As a lead programmer at Neoqb, I share my experiences using Intel ® Graphics Performance Analyzers (Intel® GPA) to find rendering pipeline bottlenecks and optimize game performance.

Full story here

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.
Change Log

    * 1.5.5 [07-13-10]
          o New extensions:
                + GL_AMD_debug_output
                + GL_AMD_name_gen_delete
                + GL_AMD_transform_feedback3_lines_triangles
                + GL_NV_multisample_coverage
                + GL_NV_vdpau_interop
                + GLX_AMD_gpu_association
                + GLX_NV_multisample_coverage
                + WGL_NV_multisample_coverage
          o Bug fixes:
                + Compilation issue with GLX_SGI_video_sync
                + OpenGL 4.0 double-precision uniform functions added
                + Constness of glPointParameterfvARB and glPointParameterfvEXT
                + Added glVertexAttribDivisor
                + Compilation issue with Nvidia GLX headers

3D-Tech News Around The Web / DDSWithoutD3DX Sample Update
« on: July 16, 2010, 04:27:27 PM »
DDSWithoutD3DX Sample Update

Over the past few releases of the DirectX SDK, I've been working on updating our documentation for the DDS file format. The DDSWithoutD3DX  and DDSWithoutD3DX11 samples in the DirectX SDK (June 2010) release demonstrate the details of interpreting the DDS file format for basic 2D textures and 2D texture arrays for Direct3D 9, Direct3D 10.x, and Direct3D 11. Since the June release, I've been expanding the sample to support cubemaps, volume textures, and 1D textures. In the process I also found a number of minor issues with the DDSTextureLoader code and the DDS.H header.

Attached to this post is a ZIP containing an updated DDS.H, DDSTextureLoader.cpp, and DDSTextureLoader.h which you can drop into the DDSWithoutD3DX11 sample code in the DirectX SDK (June 2010). Note that the DDSWithoutD3DX sample is very similiar if you are looking to use it with Direct3D 10.x instead of Direct3D 11, although there are some additional complexities when dealing with cubemap arrays which are supported by the Direct3D 10.1 API with D3D10_FEATURE_LEVEL_10_1 hardware, but not the Direct3D 10.0 API or D3D10_FEATURE_LEVEL_10_0 hardware. A more complete update of both of these samples will be included in a future release of the DirectX SDK.

Download here

GPU3 open beta test continuing well

I wanted to post an update on our GPU3 beta test.  It is going well, so we have put the GPU3 client on our high performance client download page. This new client is required for all Fermi hardware, but also allows pre-Fermi NVIDIA GPUs to access the new GPU3 cores.  These cores are labeled core15 (which has already been extensively tested and is in production right now) as well as a new core16 which will be appearing in testing in the coming weeks.

We are also working to finish our OpenCL port for ATI GPUs to support GPU3 on ATI, but there are still performance issues for OpenCL on both NVIDIA and ATI which are holding back this release.  You can see more information about the key software behind the GPU3 cores at the OpenMM project website. If you're curious, there is openCL code there for NVIDIA and ATI and we invite the open source OpenCL community to check out this code and see how they can help if interested (note the code is released under an LGPL license).

ntersect blog: "I’m already looking forward to telling you all about the new Release 260 drivers which are coming in about a month’s time."

NVIDIA drivers forum: "The fix for Gothic I and II is a major driver change which will also fix other DX7 class games. The fix was recently integrated into our Release 260 driver. We will soon be testing a few older DX7 games to verify the changes fix the issue. Hopefully assuming these changes worked, you will see fix in the next web release based on our 260 branch."

Source: Guru3D

3D-Tech News Around The Web / Terathon C4 Engine Version 2.1 Released
« on: July 15, 2010, 01:49:23 AM »
C4 Engine version 2.1 is now available to licensed users. This released contains new “impostor” features designed for rendering large forests with high performance. Thousands upon thousands of trees can now be rendered in a single world with fully dynamic lighting and shadows.

•Updated release notes

•Video of forest rendering features

Download the latest issue of Intel® Software Insight eMagazine  to plug into the global boom in mobile computing. The democratization of BI. The mainstreaming of multicore. High volume virtualization. Learn how your apps can tap the intelligence built into just about every device through in-depth articles like these:

    * Ride the mobile market shift into Open Source. Get the insiders' look at MeeGo*, the Open-Source OS: a solid mobile development platform and a rich user experience.
    * Deliver Business Intelligence power to distributed business teams. This new Microsoft technology democratizes BI and speeds decision-making. With the right client and server infrastructure, it transforms data analysis throughout your enterprise.
    * Become the master of multithreading. Sharpen your parallel programming chops with our new, comprehensive Guide for Developing Multithreaded Applications, including tips from our parallelism experts.
    * Put virtualization to the extreme test. When 8,500 simulated users go virtual, new benchmarking tests prove just how far virtualization can go in a high-volume enterprise data center.

3D-Tech News Around The Web / DirectCompute resources
« on: July 15, 2010, 12:41:59 AM »
The DirectX 11 Compute Shader, also known as Direct Compute, is a powerful but complex feature. Here is a list of resources for learning to use this technology.

Gamefest 2008 - Direct3D 11 Compute Shader —More Generality for Advanced Techniques
MS Downloads

Gamefest 2010 - DirectX 11 DirectCompute – A Teraflop for Everyone
MS Downloads

Channel 9 DirectCompute Lecture Series
Channel 9

PDC 2009 - DirectCompute Hands On Lab
MSDN Code Gallery

DirectX SDK (June 2010 or later), particularly the following samples:
AdaptiveTessellationCS40, BasicCompute11 , BC6HBC7EncoderDecoder11, ComputeShaderSort11, FluidCS11, HDRToneMappingCS11, NBodyGravityCS11, and OIT11
DirectX Developer Center

Source: Chuck Walbourn

3D-Tech News Around The Web / Wild Magic 5.2 physics engine
« on: July 15, 2010, 12:26:36 AM »
Wild Magic 5.2. The current version of the libraries, covered by the Boost License. The source code update for the engine was posted on July 8, 2010. Version 5.0 shipped with the book Game Physics (2nd Edition), available now from Amazon. The supported platforms are Microsoft Windows XP/Vista/7 (tested on Windows 7 with DirectX 9 and OpenGL), Linux (tested on Fedora 12), and Macintosh (tested on Intel and PowerPC)

Book review at GameDev

New for v1.1:

    * Support for the latest AMD graphics cards
    * GPU acceleration of complex matrix multiply BLAS routines
    * libCALBLAS sample source

Download here

Denver, CO USA– July 13th, 2010: Crytek GmbH (“Crytek”) and IllFonic, LLC announced today that IllFonic has licensed CryENGINE 3 for Nexuiz, their upcoming XBLA and PSN cult futuristic Arena First-Person Shooter dropping this Winter. CryENGINE 3 has allowed the IllFonic development team to achieve their vision for Nexuiz that will push the limits of what gamers can expect from an AAA digital downloadable title.

“IllFonic firmly believes in bringing the consumer the highest quality games at an affordable price through downloadable distribution channels”, said Charles Brungardt, President of IllFonic.“Switching to CryENGINE 3 has helped us stay true to our vision and build the Nexuiz arenas the way we see it without any limitations. We are incredibly proud that Nexuiz will be the first downloadable title developed on CryENGINE 3.”

“We’re delighted to have Illfonic join our community of licensees”, said Carl Jones, Director of CryENGINE Global Business Development.“It’s exciting to see a passionate group like Kedhrin and Charles’ team working with CryENGINE 3 on such a cool title. Nexuiz is going to deliver a game style that will be a blast for the console audience, matched with the best graphics possible on the consoles. We’re delighted to offer our engine to teams for XBLA and PSN titles so that gamers can enjoy the quality that CryENGINE 3 can provide, as soon as possible. Our real-time multiplatform pipeline, Live Create, is highly suited to prototyping and delivering quality for games with shorter development cycles; and you get all the benefits of the AAA features of the engine. Nexuiz is going to be a lot of fun and we’re glad Illfonic have chosen CryENGINE 3 to deliver it in style.”

"When we were strolling around GDC 2010's floor we stopped by the Crytek booth. I watched someone show off a few features of CryENGINE 3. Right then and there, I knew I had to have it. It's powerful, fast and easy to use,” said Kedhrin Gonzalez, Creative Director of IllFonic.“Crytek has been awesome to work with providing excellent support in a relationship that has really benefited us."

Nexuiz is a fast paced Arena first-person shooter with competitive game play built specifically for consoles. Featuring the innovative mutator system, players progress through the ranks opening up new mutators that allow players to alter the rules for each match. On launch, Nexuiz will feature multiplayer modes including Team Deathmatch and Capture the Flagcomplete with full competitive leader boards designed for social networking. New games modes, models, and maps will be available as downloadable content post launch.

Nexuiz is set in a galactic war fueled for centuries by the Kavussari and Forsellians. Over time the two races entered into treaties with the Herald Accord, a union between different cultures in the galaxy. Even though peace settled across their planets, the seething hatred between the races kept the fire of war simmering under the fragile truce. Sensing their newest members could spread war throughout the galaxy; the Herald Accord gave the Kavussari and Forsellians a choice. Pit their warriors against each other in the arena rather than on the fields of war, or face total annihilation. The Nexuiz was formed, a series of battle arenas on the home planets of the Kavussari, Forsellian and the desolate planet of Atavirta.

IllFonic will be showcasing Nexuiz using CryENGINE 3 at this year’s PAX Prime in Seattle, WA, on September 3-5.

For more information on Nexuiz, go to or

3D-Tech News Around The Web / OpenGL Extensions Viewer 3.30 available
« on: July 14, 2010, 04:05:17 PM »
Added iPhone/iPad version (version 1.01) available on the iTunes App Store. Improved rendering test. New benchmark test.

Download here

3D-Tech News Around The Web / Flam4CUDA 0.86 available
« on: July 13, 2010, 04:53:36 PM »
Flam4CUDA v.0.86
-Rebuild seems to fix problem with crashing at the end of a render.

3D-Tech News Around The Web / 3D Rotterdam in the Cloud
« on: July 13, 2010, 04:40:40 PM »
3D Rotterdam is a collaboration between ESRI, Procedural Inc, and NVIDIA with the goal to develop new techniques for smart 3D city solutions based on GIS data and procedural modeling technology.

The project introduces a new pipeline for the creation, analysis and visualization of photo realistic 3D cities generated from 2D ArcGIS data. Furthermore NVIDIA's RealityServer, which runs in a GPU-based cloud computing environment, enables the sharing and full remote interaction with complex 3D cities on mobile devices such as netbooks, tablets or even the iPhone.

And the preview videos keep rolling in! We’re running a little behind on the BEAST lightmapping video, but until then take a look at some of the new Cloth Physics features in Unity 3. Will Goldstone is back giving us a brief tour of just a few of the things you can do with Cloth such as Tearing, Self-Collisions, Pressure, and Soft Bodies.

Watch video here

3D-Tech News Around The Web / LuxRender v0.7 Final Release
« on: July 12, 2010, 05:04:34 PM »
Changes since v0.7RC3:
- bug fixes (mostly to reduce fireflies)
- photon mapping tweaks (to make it more robust, no behaviour change)

Download here

Epic Games, Inc. has released the July 2010 UDK Beta

This month’s beta release includes many upgrades, including:

    * New Reference Tree tool
    * New Package Revert tool
    * Additional FBX import/export support
    * Improvements to Gamecaster virtual camera support
    * Motion blur and depth of field (DOF) enhancements

3D-Tech News Around The Web / NVIDIA R258.96 driver available
« on: July 12, 2010, 04:02:52 PM »
Make your choice  :P

WGL_NVX_DX_interop has been added again.

Again FluidMark stalls with AppHangB1 when finishing test (under Vista 64)

This is a WHQL-candidate release from the Release 256 family of drivers (versions 256.xx to 259.xx). This driver package supports GeForce 6, 7, 8, 9, 100, 200, 300, and 400-series desktop GPUs as well as ION desktop GPUs. Learn more about Release 256 drivers here  .

New in Release 258.96

    * Adds support for GeForce GTX 460.
    * Adds support for NVIDIA 3D Vision Surround technology. Learn more about this technology including the hardware and software requirements here.
    * Adds additional performance increases for GeForce GTX 400 Series GPUs in several PC games (these improvements are in addition to the previously reported Release 256 improvements). The following are examples of some of the most significant improvements measured with GeForce GTX 480. Results will vary depending on your GPU and system configuration:
          o Up to 11% in Aliens vs. Predator (1920x1200 4xAA/16xAF – Tessellation on)
          o Up to 7% in Crysis: Warhead (SLI – 1920x1200 4xAA/16xAF – Gamer)
          o Up to 4% in H.A.W.X (SLI – 1920x1200 4xAA/16xAF – Very High)
          o Up to 10% in Just Cause 2 (SLI – 1920x1200 4xAA/16xAF - Concrete Jungle)
          o Up to 6% in Metro 2033 (1920x1200 4xAA/16xAF – Tessellation on)
          o Up to 7% in Metro 2033 (SLI – 1920x1200 4xAA/16xAF – Tessellation on)
          o Up to 10% in S.T.A.L.K.E.R.: Call of Pripyat (1920x1200 4xAA/16xAF)
          o Up to 12% in S.T.A.L.K.E.R.: Call of Pripyat (SLI – 1920x1200 4xAA/16xAF)
          o Up to 4% in World in Conflict (SLI – 1920x1200 4xAA/16xAF)
    * Upgrades PhysX System Software to version 9.10.0224.
    * Upgrades HD Audio driver version (for supported GPUs).
    * Includes numerous bug fixes. Refer to the release notes on the documentation tab for information about the key bug fixes in this release.
    * Users without US English operating systems can select their language and download the International driver here.

New in Release 256 Drivers

    * Adds support for Blu-ray 3D with NVIDIA 3D Vision technology. Learn more about the hardware and software requirements here .
    * Increases performance for GeForce GTX 400 Series GPUs in several PC games. The following are examples of some of the most significant improvements measured with GeForce GTX 480. Results will vary depending on your GPU and system configuration:
          o Up to 14% in Aliens vs. Predator (1920x1200 noAA/AF – Tessellation on)
          o Up to 4% in Batman: Arkham Asylum (1920x1200 4xAA/16xAF PhysX=High)
          o Up to 5% in BattleForge (1920x1200 4xAA/16xAF – Very High settings)
          o Up to 5% in Call of Duty: Modern Warfare 2 (1920x1200 4xAA/16xAF)
          o Up to 4% in Crysis: Warhead (1920x1200 4xAA/16xAF – Enthusiast setting)
          o Up to 24% in Enemy Territory: Quake Wars (1920x1200 no AA/AF)
          o Up to 9% in Far Cry 2 (2560x1600 8xAA/16xAF)
          o Up to 25% in Just Cause 2 (2560x1600 no AA/AF - Concrete Jungle)
          o Up to 7% in Metro 2033 (1920x1200 no AA/16xAF – Tessellation on)
          o Up to 40% in Metro 2033 with SLI ((1920x1200 4xAA/16xAF – Tessellation on)
          o Up to 8% in S.T.A.L.K.E.R.: Call of Pripyat (1920x1200 no AA/AF – Day)
          o Up to 110% in Stone Giant with SLI (2650x1600 – Tessellation on, DoF on)
          o Up to 6% in The Chronicles of Riddick: Dark Athena (2560x1600 no AA/AF)
          o Up to 9% in Unigine: Tropics (2560x1600 no AA/AF – OpenGL)
          o Up to 5% in 3DMark Vantage (Performance and Extreme Presets)
          o Up to 19% with Transparency AA (1920x1200 4xTrSS – measured in Crysis)
    * Adds support for OpenGL 4.0 for GeForce GTX 400 Series GPUs.
    * Adds support for CUDA Toolkit 3.1 which includes significant performance increases for double precision math operations. See CUDA Zone for more details.
    * Adds support for new extreme Antialiasing modes for 3-way SLI PCs, including up to SLI48x AA for GeForce 200 series GPUs and up to SLI96x AA for GeForce GTX 400 series GPUs.
    * Adds support for a new ‘Quality’ mode for NVIDIA’s Ambient Occlusion control panel feature.
    * Adds a new NVIDIA Control Panel setup page for SLI and PhysX for ultimate control over multi-gpu configurations.
    * Adds a new NVIDIA Control Panel feature for ultimate control over CUDA GPUs, allowing the user to effectively choose which GPU will power each CUDA application.

Additional Information:

    * Supports the new GPU-accelerated features in Adobe CS5 .
    * Supports GPU-acceleration for smoother online HD videos with Adobe Flash 10.1. Learn more here .
    * Supports the new version of MotionDSP's video enhancement software, vReveal, which adds support for HD output. NVIDIA customers can download a free version of vReveal that supports up to SD output here .
    * Supports DirectCompute with Windows 7 and GeForce 8-series and later GPUs.
    * Supports OpenCL 1.0 ( Open Computing Language ) for all GeForce 8-series and later GPUs.
    * Supports OpenGL 3.3 for GeForce 8-series and later GPUs.
    * Supports single GPU and NVIDIA SLI technology on DirectX 9, DirectX 10, DirectX 11, and OpenGL, including 3-way SLI, Quad SLI, and SLI support on SLI-certified Intel X58-based motherboards.
    * Supports GPU overclocking and temperature monitoring by installing NVIDIA System Tools software .

Looks like Capcom is hosting a DirectX11 session at CEDEC 2010.
The session summary says they are going to be talking about the graphical and performance enhancements gained by adding DirectX11 support for Lost Planet 2.
The summary says the session is also going to talk about the difficulties involved in adding DirectX11 support to existing titles.
As someone interested in DirectX11 programming, this session looks great! I hope I get to go to this year’s CEDEC and hear this session.

Source: Yakiimo3D

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