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The 12th issue of Intel® Visual Adrenaline magazine is bursting with news and updates from the world of graphic goodness. We go behind the scenes with filmmakers and product developers, catch you up on updates to the Intel® Graphics Performance Analyzers, and check out some of the hottest photo- and video-editing products on the market today.
We're excited about the merging of Intel® technology with digital creators and product development, and the promise this holds for a great future! Download Intel® Visual Adrenaline magazine and get in on the action. Here's a taste:
•    Read about the awesome visual effects, with help from the Intel® Math Kernel Library, in Puss in Boots.
•    See how the masterminds behind Diablo II* worked with Intel's experts in bringing the game to life.
•    Explore the treasure trove of tools, coding insights, and forums available on Intel's indispensable resource and community site—Intel® Visual Computing Source.
•    Check out the latest updates made to Intel Graphics Performance Analyzers—one of the most powerful tuning and optimizing tool suites available today for the Intel® processor family.

3D-Tech News Around The Web / GDC12 Insomniac Games: Fluids Techniques
« on: March 29, 2012, 07:25:07 PM »
#GDC12 Jim Van Verth: Fluids Techniques

This talk was part of the all-day Physics for Game Programmers tutorial. In it was discussed three different methods for handling fluids in games. First, the Navier-Stokes equations for fluid dynamics were presented and broken down into its component parts. Then two methods that use Navier-Stokes as a basis were shown. The first is a grid-based system such as that used in Little Big Planet. The second is a particle-based system. The final method shown is not based directly on Navier-Stokes, but approximates the surface of water, and that’s the R2O system created at Insomniac by Mike Day.

Background assumed: Multivariable calculus would help (particularly calculus of vector fields), but it’s not necessary. Similarly an understanding of Fourier transforms and frequency space would help as well


FYI: Insomniac Games is the developer of the popular Playstation games "Spyro" and "Ratchet & Clank".

download 64 bit version

download 32 bit version

%iSNBGM1%  = iSNBM0, PCI\VEN_8086&DEV_0106
%iSNBGD1%  = iSNBD0, PCI\VEN_8086&DEV_0102
%iSNBGM2%  = iSNBM0, PCI\VEN_8086&DEV_0116
%iSNBGD2%  = iSNBD0, PCI\VEN_8086&DEV_0112
%iSNBGM2P%  = iSNBM0, PCI\VEN_8086&DEV_0126
%iSNBGD2P% = iSNBD0, PCI\VEN_8086&DEV_0122
%iSNBGD3%  = iSNBD0, PCI\VEN_8086&DEV_010A
%iIVBGD0%       = iIVBD0, PCI\VEN_8086&DEV_0162
%iIVBGM0%       = iIVBM0, PCI\VEN_8086&DEV_0166
%iIVBGD0SRV%    = iIVBD0, PCI\VEN_8086&DEV_016A
%iIVBGD0GT1%    = iIVBD0, PCI\VEN_8086&DEV_0152
%iIVBGM0GT1%    = iIVBM0, PCI\VEN_8086&DEV_0156

3D-Tech News Around The Web / AMD Catalyst 12.3 WHQL
« on: March 28, 2012, 06:34:25 PM »
This article provides information on the latest posting of AMD’s software suite, AMD Catalyst™12.3.

Untested, as i have already 12.4 beta installed...

JettTailfin - NVIDIA Tegra Partners
... but it's fishy...

Besides locking out german users (again) they don't want you to purchase the game, that's really fishy.

Epic Games, Inc. has released the March 2012 Unreal Development Kit Beta, the latest version of the free edition of Unreal Engine 3 that provides access to the award-winning 3D game engine and professional toolset used in blockbuster video game development, architectural visualization, mobile game development, 3D rendering, digital films and more. The latest UDK beta is available now at

This documentation provides platform-specific details for developing shader-based OpenGL ES 2.0 (GLES2) applications on the Tegra platform.  The information in this documentation is designed to be OS-independent, and represents the capabilities of the Tegra OpenGL ES 2.0 hardware and driver on all supported operating systems.

Version 111128.01
March 2012         

In the discussions surrounding the launch of NVIDIA Kepler ... architecture, we learned a lot of interesting details from NVIDIA engineers and marketing staff.
Interested in GPGPU in a smartphone?

Read more here

3D-Tech News Around The Web / Blender: 19 Billion Triangles Render
« on: March 28, 2012, 12:18:04 AM »
Using instancing, Agus3D created this image containing 19 billion (19 000 000 000) triangles. The kicker? The scene used only 200MB of memory and required 40 minutes to render in Cycles. The .blend file is available, so go try it for yourself!

The GeForce GTX 680: A Developer's Perspective

We encourage you to visit our GeForce GTX 680 page on, but we wanted to take the time to highlight why this new GPU should be the heart and soul of your game development platform.
For a detailed description of all our new features, please read the NVIDIA GeForce GTX 680 Whitepaper.

Here at Unity, we want to offer you the smoothest experience for making fantastic games. One of the biggest parts of our job is ensuring that Unity is a highly performant platform for you to deploy to mobile devices, but when it comes to getting the best performance out of your games – that’s where you come in. So that you’re not in the dark when it comes to optimising your games, we got together with MadFinger Games, the developers of blockbuster mobile title ‘ShadowGun‘ to offer you a sample level project packed with innovative techniques, to help you learn about the techniques that they employed when creating their game.
Alpha blending kills
Complex, per-pixel shaders kill framerate
Environment specular maps (Shader Virtual Gloss Per Vertex Additive)
Optimized dynamic character lighting and shading (Lightprobes and BRDF Shader)
Fog and volumetric light rays (Shader Blinking Godrays)
Preparation of the mesh in 3D app to work correctly with shader
Dense animated smoke at plane crash (Shader Scroll 2 Layers Sine Alpha-blended)
Moving Skybox (Shadow Scroll 2 Layers Multiplicative)
Flags and cloths in the wind (Shader Lightmap + Wind)

There's also a new version of OC scanner

3D-Tech News Around The Web / AMD Leo demo 1.1 with educational mode
« on: March 22, 2012, 08:37:21 PM »
Download here

Reminder: NVIDIA users press alt+w for wireframe mode.
Press ESC for a menu where you can select educational mode.
This part also works with NVIDIA GPUs

3D-Tech News Around The Web / ASUS GPU Tweak Ver2083
« on: March 22, 2012, 05:57:33 PM »
Download here

No changelog yet, i assume support for GTX680 has been added.

GeForce GTX 680 and X79/SNB-E PCI Express 3.0 Support
GeForce GTX 680 supports PCI Express 3.0.  It operates properly within the SIG PCI Express Specification and has been validated on multiple upcoming PCI Express 3.0 platforms.  Some motherboard manufacturers have released updated SBIOS to enable the Intel X79/SNB-E PCI Express 2.0 platform to run at up to 8GT/s bus speeds.  NVIDIA is currently working to validate X79/SNB-E with GTX 680 at these speeds with the goal of enabling 8GT/s via a future software update.  Until this validation is complete, the GTX 680 will operate at PCIE 2.0 speeds on X79/SNB-E-based motherboards with the latest web drivers.

3D-Tech News Around The Web / NVIDIA GeForce 300.99 Vista/Win7 x64
« on: March 22, 2012, 12:21:20 AM »
Thanks to 3dcenter for providing the driver.

Fast download mirror

This driver exposes 2 new OpenGL extensions

DriverVer   = 03/10/2012,
NVIDIA_DEV.1180 = "NVIDIA GeForce GTX 680"

Updated SDK Tools and ADT revision 17
Posted by Xavier Ducrohet, Android SDK Tech Lead on 21 March 2012 at 2:00 PM

Today we are releasing an update to the SDK Tools and the Eclipse plugin. Revision 17 brings a lot of new features and bug fixes in various areas such as Lint, the build system as well as the emulator.

Lint is a static checker which analyzes Android projects for a variety of issues around correctness, security, performance, usability and accessibility, checking your XML resources, bitmaps, ProGuard configuration files, source files and even compiled bytecode. It can be run from within Eclipse or from the command line.
New for r17:

    Added check for Android API calls that require a version of Android higher than the minimum supported version. You can use the new @TargetApi annotation to specify local overrides for conditionally loaded code. For more information, read here.
    Added over 40 new Lint rules for a total of over 80, including checks for performance, XML layouts, manifest and file handling. For a full list read here.
    Added ability to suppress Lint warnings in Java code with the new @SuppressLint annotation, and in XML files with the new tools: namespace prefix and ignore attribute. For more information, read here.
    Improved HTML and XML reporting and Eclipse integration. For more information, read here.

We’ve also made improvements to the build systems for Eclipse and Ant:

    Added strict dependency support for 3rd party Jar files. You can read more information here.
    Added support for custom views with custom attributes in libraries. Layouts using custom attributes must use the namespace URI instead of the URI that includes the app package name. This URI is replaced with the app specific one at build time.
    Added a feature that allows you to run some code only in debug mode. Builds now generate a class called BuildConfig containing a DEBUG constant that is automatically set according to your build type. You can check the (BuildConfig.DEBUG) constant in your code to run debug-only functions such as outputting debug logs.

The emulator is seeing some big improvements as well:

    Thanks to contributions to AOSP from Intel, the emulator now supports running x86 system images in virtualization mode on Windows and Mac OS X. This allows the emulator running at near native speed. The drivers are available through the SDK Manager. Read more here.
    After adding webcam support and sensor emulation, we are adding experimental support for Multi-Touch input through a tethered Android device. (Read more here)

Finally, we are also releasing an updated Support Library with the following improvements:

    ShareCompat provides easy helper classes for both sending and receiving content for social sharing apps.
    NavUtils and TaskStackBuilder provide cross-version support for implementing the Android Design guidelines for navigating within your app including the action bar's "Up" button.
    NotificationCompat.Builder provides a compatibility implementation of Android 3.0's Notification.Builder helper class for creating standardized system notifications.
    A new Library Project adds support for GridLayout back to API level 7 and higher.

Actually GPU emulation is nuked again, resulting in a black screen, so disable it in AVD manager  :(

This driver supports most GPUs with unified shaders.

AMD OpenCL 1.2 beta drivers built for 32 and 64 bit Microsoft® Windows Vista® and Microsoft® Windows® 7

AMD OpenCL 1.2 beta drivers built for 32 and 64 bit Linux

503 profiles in UMD, recent at bottom

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3D-Tech News Around The Web / Nokia WebCL extension for Firefox 11
« on: March 21, 2012, 05:40:00 PM »
WebCL extension for Firefox 11

Posted by Tomi Aarnio, Mar 21, 2012

The Nokia WebCL prototype is now available for Firefox 11. Click here to download the new add-on for Windows and Linux. The previous version, for Firefox 10, remains available for download (here), but is no longer updated or maintained.

3D-Tech News Around The Web / HWiNFO32 v3.94
« on: March 21, 2012, 05:13:57 PM »
Changes in HWiNFO32 v3.94 - Released on: Mar-21-2012:

    Enhanced sensor monitoring on MSI MS-7585 P55-GD85, MS-7582 and Z77 series.
    Added preliminary support of Coleto Creek PCH.
    Added reporting of OEM Memory Information (DIMM map) under SMBIOS/DMI if supported by platform.
    Enhanced sensor monitoring on ASUS P8H67-I.
    Split Intel DTS temperature reporting per CPU package, added actual Core Max value.
    Added recognition of nVidia Kepler: GeForce GT 640M, GT 650M, GTX 660M.
    Added patch for clock measuring under Windows 8.
    Added reporting of more Intel CPU features.
    Added support of nVidia GeForce GTX 680 (GK104).

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