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Messages - Stefan

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2281
3D-Tech News Around The Web / NVIDIA Ambient Occlusion Volumes demo
« on: August 25, 2010, 04:56:39 PM »
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This paper introduces a new approximation algorithm for the near-field ambient occlusion problem. It combines known pieces in a new way to achieve substantially improved quality over fast methods and substantially improved performance compared to accurate methods. Intuitively, it computes the analog of a shadow volume for ambient light around each polygon, and then applies a tunable occlusion function within the region it encloses. The algorithm operates on dynamic triangle meshes and produces output that is comparable to ray traced occlusion for many scenes. The algorithm's performance on modern GPUs is largely independent of geometric complexity and is dominated by fill rate, as is the case with most deferred shading algorithms.

Get whitepapers and demo here

AOV seems to have no effect with ATI GPU  ::)


2282
Quote
Understanding how Direct3D interacts with resources and the command buffer can simplify your engine, enable cross-platform abstractions, and improve performance.
This presentation dispels myths about Direct3D on Xbox 360 and describes a lower-level, engine-friendly approach to managing resources and submitting the scene.

P.S.
here are the official Xbox Packing Instructions    :P

2283
Quote
PixelLight is an open-source, cross-platform 3D application framework written in C++. It currently supports Windows and Linux, and a mobile port for Maemo 5 is on the way. PixelLight has a highly plugin driven architecture with plugins for many third-party middleware such as sound and physics engines, input devices etc. It has a modern deferred shader renderer and currently supports both OpenGL and OpenGL ES 2.0.

Now to the interesting part, some technical details of what can be seen on the screenshots:
- OpenGL renderer (OpenGL 1.1 + extensions)
- Horizon Based Ambient Occlusion (HBAO)
- HDR rendering with Reinhard tone mapping, automatic light adaptation and bloom
- Gamma correction
- Shadow mapping
- Volumetric light scattering (nearly no visual impact within the shown screenshots) and depth fog
- Material features like diffuse and opacity mapping, normal mapping, parallax mapping, two sided lighting, specular and gloss mapping, emissive mapping, glow mapping, fresnel reflection, environment mapping... just the usual must-have stuff for modern 3D engines nowadays

On www.pixellight.org you'll find some videos, downloadable demos, an SDK for Windows and Linux and of course the URL of our public git repository.

2284
KB 2117917

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A beta release of the Platform Update Supplement for Windows Vista is available. This update provides fixes and improvements to graphics, media foundation and print functionality in Windows Vista Service Pack 2 (SP2).

Just like the Windows 7 update it must be a preparation for IE9.

2285
KB 2028560

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An update is available for Windows 7 and for Windows Server 2008 R2 which provides new functionality and performance improvements for the graphics platform

Judging from the updated files IE9 must be around the corner...

D2d1.dll
Fntcache.dll
Dwrite.dl
D3d10_1.dll
D3d10_1core.dll
D3d10warp.dll

2286
3D-Tech News Around The Web / Direct3D 11 Multithreading
« on: August 24, 2010, 04:25:42 PM »
Quote
There's a lot of interest in the Multithreading features in Direct3D 11, especially since it can be used with existing Direct3D 10.x and 10level9 class hardware as well as new Direct3D 11 hardware. In addition to the Windows DirectX Graphics documentation, here are a number of resources for learning more about Direct3D 11 multithreading:

Gamefest 2008 - Multithreaded Rendering for Games

Game Developer Conference 2009 - Direct3D 11 Multithreaded Rendering and Compute

Gamefest 2010 / GDC 2010 - DirectX Technology Update

Source: Chuck Walbourn's blog

2287
3D-Tech News Around The Web / OpenGL Samples Pack 4.1.0.0 released
« on: August 24, 2010, 04:21:06 PM »
The OpenGL Samples Pack 4.1.0.0 is available. As the version indicated it, this release includes some OpenGL 4.1 samples for a total of 68 OpenGL samples.

The OpenGL 4.1 has been written upon nVidia beta drivers 259.31 and thus they should be considered as beta samples.

2288
3D-Tech News Around The Web / PC Wizard 2010 v1.95
« on: August 23, 2010, 04:38:27 PM »
PC Wizard - now with OpenCL 1.1 support (and many other things)

2289
3D-Tech News Around The Web / NVIDIA Tesla M2070Q specifications
« on: August 22, 2010, 02:25:36 PM »
Here is the specification for the latest Tesla version M2070Q.

2290
Here are the winners of the Computer Graphics Group of the TU Vienna


2291
The video demonstrating hair and cloth found in this blog is longer than the previous ones iirc

2292
3D-Tech News Around The Web / Metro 2033 PhysX/DX11 demo available
« on: August 21, 2010, 05:15:40 PM »
5 months after (!) release of the retail version a playable demo appeared.
Yet it is technically interesting as it supports GPU PhysX, DX11 Depth of Field and DX11 tessellation.

Download demo here or here


2293
Quote
Mozilla hopes to release its fourth beta of Firefox 4 on Monday, adding hardware-accelerated graphics for some Windows users but leaving it turned off by default.
...
One way Firefox is tackling the technology is by using Windows' Direct2D interface, which can speed up the display of text and graphics on newer versions of Windows.

Full story at cnet

2295
Quote
Bullet Continuous Collision Detection and Physics Library

This ChangeLog is incomplete, for an up-to-date list of all fixed issues see http://bullet.googlecode.com
using http://tinyurl.com/yabmjjj

  - Added an OpenCL particle demo, running on NVidia, AMD and MiniCL
    Thanks to NVidia for the original particle demo from their OpenCL SDK
  - Added GPU deformable object solvers for OpenCL and DirectCompute, and a DirectX 11 cloth demo
    Thanks to AMD
  - Create a separate library for MiniCL,
    MiniCL is a rudimentary OpenCL wrapper that allows to compile OpenCL kernels for multi-core CPU, using Win32 Threads or Posix
  - Moved vectormath into Bullet/src, and added a SSE implementation
  - Added a btParallelConstraintSolver, mainly for PlayStation 3 Cell SPUs (although it runs fine on CPU too)

Yet no precompiled binaries available   :(

Code: [Select]
AllBulletDemos\
BasicDemo\
Benchmarks\
Box2dDemo\
BspDemo\
BulletDinoDemo\
CcdPhysicsDemo\
CellSpuDemo\
CharacterDemo\
CollisionDemo\
CollisionInterfaceDemo\
ConcaveConvexcastDemo\
ConcaveDemo\
ConcaveRaycastDemo\
ConstraintDemo\
ContinuousConvexCollision\
ConvexDecompositionDemo\
ConvexHullDistance\
CudaDemo\
DoublePrecisionDemo\
DX11ClothDemo\
DynamicControlDemo\
EPAPenDepthDemo\
ForkLiftDemo\
GenericJointDemo\
GimpactTestDemo\
GjkConvexCastDemo\
Gpu2dDemo\
Gpu3dDemo\
HeightFieldFluidDemo\
HelloWorld\
InternalEdgeDemo\
MovingConcaveDemo\
MultiMaterialDemo\
MultiThreadedDemo\
OpenCLClothDemo\
OpenGL\
OpenPL_Demo\
ParticlesOpenCL\
RagdollDemo\
Raytracer\
SerializeDemo\
SharedOpenCL\
SimplexDemo\
SliderConstraintDemo\
SoftDemo\
TerrainDemo\
ThreadingDemo\
UserCollisionAlgorithm\
VectorAdd_OpenCL\
VehicleDemo\

2296
Quote
In addition to low-level implementation changes which have improved performance across the board, Apple has also removed some implementation inefficiencies which allow us to improve visual quality, most notably in the area of GPU occlusion queries.

Full story at Steam

2297
Quote
MemtestG80 and MemtestCL are software-based testers to test for "soft errors" in GPU memory or logic for NVIDIA CUDA-enabled GPUs (MemtestG80) or OpenCL-enabled CPUs and GPUs by any manufacturer, including both ATI and NVIDIA (MemtestCL). They use a variety of proven test patterns (some custom and some based on Memtest86) to verify the correct operation of GPU memory and logic. They are useful tools to ensure that given GPUs do not produce "silent errors" which may corrupt the results of a computation without triggering an overt error.

2298
3D-Tech News Around The Web / OpenGL 4.1 review
« on: August 19, 2010, 06:25:27 PM »
In this article we are going to have a closer look at OpenGL 4.1 and the new extensions that come along with its release.

[via]

2299
3D-Tech News Around The Web / TechPowerUp GPU-Z v0.4.5
« on: August 19, 2010, 05:46:19 PM »
Quote
GPU-Z is a lightweight utility designed to give you all information about your video card and GPU.

Please note: Some versions of McAfee Antivirus report a "Generic!Artemis" infection. This is a McAfee specific false positive, GPU-Z is not infected with any virus/trojan.
Revision History
0.4.5

    * Fixed shader count on NVIDIA GTX 460, added die size & transistors
    * Fixed ROP count on AMD Redwood
    * Added support for ATI FirePro V7800, ATI IGP 320M, ATI FireGL X1, ATI HD 4200 variants
    * Added launch on Windows startup function accessible via system menu and supporting UAC
    * Autoupdater will not check for update when no Internet connection detected
    * Fixed browser not starting correctly from autoupdater
    * Screenshot detection that promotes GPU-Z's own screenshot upload feature
    * Sensor data collection limited to 6 hours of data per sensor (~250 KB)
    * Shortened Clevo PCI vendor name

OpenCL should be shown enabled for CEDAR 5470  ::)


2300
3D-Tech News Around The Web / NVIDIA TAG memory tool
« on: August 17, 2010, 07:23:59 PM »
Some DirectX APIs are not designed to handle high memory conditions and will report far less memory than is truly available. This behavior is described in this Microsoft knowledge base article: http://support.microsoft.com/?kbid=2026022


Some DirectX applications will use these APIs to determine how much video memory is available and adjust their behavior (such as texture quality). Other DirectX applications, and all OpenGL applications, are unaffected.


On Windows Vista and Windows 7, NVIDIA provides GPU driver support to work-around this issue for GPUs with less than 3GB of memory. The workaround forces the video memory to the maximum amount these DirectX APIs can report, sacrificing some of the total memory. This is called "Compatibility Mode".


The application "NvTagToggle.exe" can help you detect this scenario and configure this workaround, as well as reset the GPU driver to its default behavior. The application is only supported on Windows Vista and Windows 7, for NVIDIA GPUs with less than 3GB of memory.

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