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Messages - Stefan

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Sintel ‘Lite’ – Character file for testing / learning

Durian team member Ben Dansie has published a reworked Sintel character that’s a *LOT* more smaller (in filesize), and should be much easier to work with.

3D-Tech News Around The Web / Intel D3D11 demo Shadow Explorer
« on: March 01, 2011, 07:10:30 PM »
Shadow Explorer is a sample application, with source code, that allows developers to work with several shadowing techniques, examine the performance versus quality tradeoffs of each one, and discover which is best suited for their game. In this first version of Shadow Explorer, we include four algorithms for evaluation: simple shadow maps, percentage closer shadow maps, variance shadow maps and exponential variance shadow maps. Each method is optimized for performance and exposes several variables, which allow the developer to further refine the technique in real time. Additionally, two scenes are provided to enable the developer to explore the strengths of each technique on different types of geometry.

Stereo Unprojection

This document exposes the technical problems faced in stereo with nvidia driver automatic mode when
the fragment position must be unprotected in mono space in the pixel shader.

How to enable steroscopic 3D in eDrawings

using eDrawings in 3D requires a few relatively easy steps to change the
default setting.  nViDia is working with eDrawings so future versions will
simply require a button click.  but, for now, follow these simple instructions
and get ready to put on your 3D glasses!

Date Published:

Kodu is a new visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The visual nature of the language allows for rapid design iteration using only an Xbox game controller for input (mouse/keyboard input is also supported).

3D-Tech News Around The Web / AMD OpenCL Emulator-Debugger
« on: March 01, 2011, 05:12:47 PM »
The OpenCL Emulator-Debugger (ocl-emu) is an open source project originating at AMD that allows you to compile and debug OpenCL kernels as C++ procedures. The goal of the project is to provide OpenCL developers with the full support of Microsoft® Visual Studio® C++ development and debugging environments.


    * Compile and debug code within Visual Studio
    * Concentrate on your code rather than the intricacies of the OpenCL runtime, for example:
          o For beginners – get a one-line call “Hello World” kernel
          o For algorithm developers – you can focus on the massive parallel algorithm(s) rather than the OpenCL runtime
    * Enable an easy switch from emulator, CPU or GPU devices for a correctness verification and performance tuning
    * Avoid most OpenCL language compilation errors using the Visual Studio compiler as a syntactical checker

NVIDIA Subpixel Reconstruction Antialiasing video and whitepaper available at and at Williams College

3D-Tech News Around The Web / GDC issue of Intel Visual Adrenaline magazine
« on: February 28, 2011, 06:18:19 PM »
GDC issue of Intel® Visual Adrenaline magazine is here!

Whether you're a game developer, designer, or sound creator—or just can't peel the mouse from your hand and tear your eyes away from the game (yup—been there!), this issue is for you.

Our focus: Celebrating the awesome world of PC gaming—where imagination and expertise take flight with today's technology. Some highlights are:

     •    In Sharing the Load in Total War*: Shogun 2, Creative Assembly talks about art, war, Zen, and why multi-threaded processors mean more realism in the game.
     •    It's not all about the visuals—game's gotta have sound! Meet three of the guys that create the complex audio that powers your favorite games in Audio for Games Reimagined.
   •     How do you scale up game complexity for today's new gaming systems while also improving the rendering on mainstream graphics hardware? Read Complex World, Mainstream Graphics to learn how Codemasters did it with Operation Flashpoint* 3: Red River.
   •     If you eat core design, 3D graphics pipelines, and power efficiency with your breakfast cereal, the Preview of 2nd Generation Intel® Core™ Processor Architecture article is definitely one you can't miss.
Brought to you by your friendly Intel® Visual Adrenaline team.

3D-Tech News Around The Web / NVIDIA CUDA 4.0 announced
« on: February 28, 2011, 05:45:27 PM »
A release candidate of CUDA Toolkit 4.0 will be available free of charge beginning March 4, 2011, by enrolling in the CUDA Registered Developer Program at:

Full PR here

3D-Tech News Around The Web / Practical MLAA demo and source
« on: February 28, 2011, 05:38:18 PM »
# February 28, 2011: we are happy to announce that we are releasing the original GPU Pro 2 MLAA source code. Check it out!

You see MLAA good on the round roof:

3D-Tech News Around The Web / AMD Radeon HD 6990 "Antilles" Sneek Peek
« on: February 27, 2011, 10:25:09 AM »
AMD Radeon HD 6990 "Antilles" Sneek Peek
It is here in our hands and it screams. "Performance!" The wait is nearly over as AMD's next generation "Antilles" video card sporting two high performance GPUs on a single printed circuit board is in our hands. We comment on our gameplay experiences in Dragon Age II in Triple-Display Eyefinity.

S.o. claims to have already bought a HD 6990 in Berlin (and sells his old stuff at ebay)

Speculations around the web expect presentation at CeBIT 2011 or PAX East 2011

NVIDIA Plug-ins for Adobe Photoshop

    * Added support for 64-bit Adobe Photoshop
    * Added support for Adobe Photoshop CS4 and Adobe Photoshop CS5
    * Improved 16 and 32-bit image support
    * Fix load issue for single channel images to obtain proper gamma values.

3D-Tech News Around The Web / AMD Catalyst Application Profile 11.2 CAP2
« on: February 25, 2011, 11:31:31 PM »
Workarea 8.822, compiled February 24th, 2011 - no changelog yet
Download here

3D-Tech News Around The Web / LuxMark v1.0 OpenCL benchmark
« on: February 25, 2011, 10:56:04 PM »
LuxMark is a OpenCL benchmark tool. The idea for the program was conceived in 2009 by Jromang. It was intended as a promotional tool for LuxRender (to quote original Jromang's words: "LuxRender propaganda with OpenCL"). The idea was quite simple, wrap SLG inside an easy to use graphical user interface and use it as a benchmark for OpenCL. After Anandtech adoption of SLG as OpenCL benchmark, the code was finally written.

Intel Core i330m results:
AMD OpenCL (CPU only) ~800 points
Intel OpenCL ~700 points


3D-Tech News Around The Web / Fraps 3.3.0 Released
« on: February 25, 2011, 10:01:58 PM »
Fraps 3.3.0 - 22nd Feb 2011
- Full support for Windows 7 SP1
- Added option to only capture external sound input while hotkey pushed (Vista/Win7)
- Fixed stereoscopic 3D capture not working for D3D9 games
- Fixed counter not appearing in Dungeons

This OEM driver not only exposes AMD's SUMO GPU, but also gives you a fresh notebook driver for Windows XP without "SUBSYS protection"!

ASL/Giadatech Catalyst 8.792 Vista/Seven

ASL/Giadatech Catalyst XP

Code: [Select]
DriverVer=11/06/2010, 8.792.0.0000
"SUMO 9640" = ati2mtag_Sumo_Desktop, PCI\VEN_1002&DEV_9640
"SUMO 9641" = ati2mtag_Sumo_Mobile, PCI\VEN_1002&DEV_9641
"SUMO 9642" = ati2mtag_Sumo_Desktop, PCI\VEN_1002&DEV_9642
"SUMO 9643" = ati2mtag_Sumo_Mobile, PCI\VEN_1002&DEV_9643
"SUMO 9644" = ati2mtag_Sumo_Desktop, PCI\VEN_1002&DEV_9644
"SUMO 9645" = ati2mtag_Sumo_Mobile, PCI\VEN_1002&DEV_9645
"AMD FireStream 9170" = ati2mtag_RV630, PCI\VEN_1002&DEV_9519
"AMD FireStream 9250" = ati2mtag_RV7X, PCI\VEN_1002&DEV_9452
"AMD FireStream 9270" = ati2mtag_RV7X, PCI\VEN_1002&DEV_9450
"AMD Radeon HD 6300M Series" = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E4
"AMD Radeon HD 6300M Series " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E5
"AMD Radeon HD 6430M" = ati2mtag_Vancouver, PCI\VEN_1002&DEV_6761
"AMD Radeon HD 6470M" = ati2mtag_Vancouver, PCI\VEN_1002&DEV_6760
"ATI FirePro (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_6888
"ATI FirePro (FireGL) Graphics Adapter " = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_68C8
"ATI FirePro (FireGL) Graphics Adapter  " = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_6889
"ATI FirePro (FireGL) Graphics Adapter   " = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_68A9
"ATI FirePro (FireGL) Graphics Adapter    " = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_68C9
"ATI FirePro (FireGL) Graphics Adapter     " = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_68F1
"ATI FirePro 2450" = ati2mtag_RV610, PCI\VEN_1002&DEV_95CD
"ATI FirePro M7740" = ati2mtag_M9x7, PCI\VEN_1002&DEV_94A3
"ATI FirePro RG220" = ati2mtag_R7XGL, PCI\VEN_1002&DEV_9557
"ATI FirePro V7750 (FireGL)" = ati2mtag_R7XGL, PCI\VEN_1002&DEV_949C
"ATI FirePro V8750 (FireGL)" = ati2mtag_RV7XGL, PCI\VEN_1002&DEV_9444
"ATI Mobility Radeon 4100" = ati2mtag_RS880M, PCI\VEN_1002&DEV_9713
"ATI Mobility Radeon HD 4200 Series" = ati2mtag_RS880M, PCI\VEN_1002&DEV_9712
"ATI Mobility Radeon HD 4300 Series" = ati2mtag_M9x, PCI\VEN_1002&DEV_9552
"ATI Mobility Radeon HD 4330" = ati2mtag_M9x, PCI\VEN_1002&DEV_955F
"ATI Mobility Radeon HD 4500 Series" = ati2mtag_M9x, PCI\VEN_1002&DEV_9555
"ATI Mobility Radeon HD 4650" = ati2mtag_M9x, PCI\VEN_1002&DEV_9480
"ATI Mobility Radeon HD 4670" = ati2mtag_M9x, PCI\VEN_1002&DEV_9488
"ATI Mobility Radeon HD 4830" = ati2mtag_M9x7, PCI\VEN_1002&DEV_94A0
"ATI Mobility Radeon HD 4850" = ati2mtag_M9x8, PCI\VEN_1002&DEV_944A
"ATI Mobility Radeon HD 4860" = ati2mtag_M9x7, PCI\VEN_1002&DEV_94A1
"ATI Mobility Radeon HD 5000" = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C0
"ATI Mobility Radeon HD 5000 Series" = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0
"ATI Mobility Radeon HD 5000 Series " = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1
"ATI Mobility Radeon HD 5000 Series  " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E1
"ATI Mobility Radeon HD 5800 Series" = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68A1
"ATI Mobility Radeon HD 5800 Series " = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68A0
"ATI Radeon 3000 Graphics" = ati2mtag_RS780, PCI\VEN_1002&DEV_9616
"ATI RADEON E4690" = ati2mtag_M9x, PCI\VEN_1002&DEV_9491
"ATI Radeon HD 3200 Graphics" = ati2mtag_RS780, PCI\VEN_1002&DEV_9615
"ATI Radeon HD 4200" = ati2mtag_RS880, PCI\VEN_1002&DEV_9710
"ATI Radeon HD 4250" = ati2mtag_RS880, PCI\VEN_1002&DEV_9715
"ATI Radeon HD 4300/4500 Series" = ati2mtag_R7X, PCI\VEN_1002&DEV_954F
"ATI Radeon HD 4500 Series" = ati2mtag_R7X, PCI\VEN_1002&DEV_9540
"ATI Radeon HD 4600 Series" = ati2mtag_R7X, PCI\VEN_1002&DEV_9498
"ATI Radeon HD 4700 Series" = ati2mtag_RV7X, PCI\VEN_1002&DEV_944E
"ATI Radeon HD 4700 Series " = ati2mtag_RV7X, PCI\VEN_1002&DEV_94B4
"ATI Radeon HD 4770" = ati2mtag_RV7X, PCI\VEN_1002&DEV_94B3
"ATI Radeon HD 4770 " = ati2mtag_RV7X, PCI\VEN_1002&DEV_94B5
"ATI Radeon HD 4800 Series" = ati2mtag_RV7X, PCI\VEN_1002&DEV_944C
"ATI Radeon HD 4800 Series " = ati2mtag_RV7X, PCI\VEN_1002&DEV_9460
"ATI Radeon HD 4800 Series  " = ati2mtag_RV7X, PCI\VEN_1002&DEV_9462
"ATI Radeon HD 4850 X2" = ati2mtag_RV7X, PCI\VEN_1002&DEV_9443
"ATI Radeon HD 5400 Series" = ati2mtag_EvergreenC, PCI\VEN_1002&DEV_68F9
"ATI Radeon HD 5500 Series" = ati2mtag_Evergreen, PCI\VEN_1002&DEV_68D9
"ATI Radeon HD 5600 Series" = ati2mtag_Evergreen, PCI\VEN_1002&DEV_68D8
"ATI Radeon HD 5600 Series " = ati2mtag_Evergreen, PCI\VEN_1002&DEV_68B9
"ATI Radeon HD 5700 Series" = ati2mtag_Evergreen, PCI\VEN_1002&DEV_68B8
"ATI Radeon HD 5700 Series " = ati2mtag_Evergreen, PCI\VEN_1002&DEV_68BE
"ATI Radeon HD 5800 Series" = ati2mtag_Evergreen, PCI\VEN_1002&DEV_6898
"ATI Radeon HD 5800 Series " = ati2mtag_Evergreen, PCI\VEN_1002&DEV_6899
"ATI Radeon HD 5900 Series" = ati2mtag_EvergreenH, PCI\VEN_1002&DEV_689C
"Mobility Radeon HD 6000 series" = ati2mtag_Vancouver, PCI\VEN_1002&DEV_6764
"Mobility Radeon HD 6000 series " = ati2mtag_Vancouver, PCI\VEN_1002&DEV_6765
"WRESTLER 9802" = ati2mtag_Wrestler, PCI\VEN_1002&DEV_9802
"WRESTLER 9803" = ati2mtag_Wrestler, PCI\VEN_1002&DEV_9803
"WRESTLER 9804" = ati2mtag_Wrestler, PCI\VEN_1002&DEV_9804
"WRESTLER 9805" = ati2mtag_Wrestler, PCI\VEN_1002&DEV_9805

3D-Tech News Around The Web / NVIDIA OptiX 2.1 RC 2
« on: February 23, 2011, 09:57:23 PM »
The OptiX team is pleased to announce that the second release candidate for version 2.1 of the NVIDIA OptiX ray tracing engine is now publicly available to all software developers.

Here are some of the highlights of the changes from version 2.1 RC1 (please see the Release Notes in the distribution for complete details)

    * RtuTraverse API changes (your application will need to be recompiled) This API is currently in Beta.
          o Automatic fallback to CPU when no NVIDIA GPU is present
          o Sped up CPU fallback path
          o See documentation for new capabilities, including optional return data for ray hits
          o Added missing traversal sample
    * The OptiX libraries no longer link against nvcuda.dll or This allows apps linking to OptiX to execute on machines that do not have an NVIDIA driver installed. This also enables the the CPU fallback option of rtuTraverse.
    * Sped up SBVH builds up to 2x
    * Fixed bug on G80 GPUs where it complained about cuMemAlloc

Samples failed to run on my ATI notebook   :P

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