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Messages - Stefan

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2541
3D-Tech News Around The Web / ATI CATALYST 10.1 screen corruption hotfix
« on: February 06, 2010, 12:38:31 AM »
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Catalyst 10.1 hotfix Features:
Alleviates some of the intermittent grey screen and vertical line corruptions that may randomly appear during normal usage when using an ATI™ Radeon HD 5800 series graphics card

2542
3D-Tech News Around The Web / Nvidia's CUDA Technology Not Just for Geeks
« on: February 05, 2010, 04:57:36 PM »
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Nvidia  attempted to show on Thursday that CUDA, its GPU-as-CPU technology, is moving more into the mainstream.

While Nvidia didn't actually announce any new products at its "CUDA Day" showcase in San Francisco, the company did ask several partners to describe how using the technology could accelerate their own applications, with somewhat surprising results.

Full story at PCMag

2543
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Lately, Metro 2033 is more and more often referred as starting title for new GF100 GPUs from Nvidia – due to it’s truly next-gen graphics engine, with DX 11 support and, of course, intensive usage of Physx SDK and hardware accelerated PhysX effects – aspect we are most interested in.

Full story at PhysXinfo

2544
3D-Tech News Around The Web / Crysis 2: New info about Cryengine 3
« on: February 03, 2010, 05:09:16 PM »
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In an interview with PC Games Hardware Cevat Yerli talked about the Cryengine 3, which the forthcoming Crysis 2 is based on. Which advantages and improvements have been integrated in the new structure?

2545
3D-Tech News Around The Web / Cube Map Rendering Techniques for Direct3D10
« on: February 02, 2010, 03:22:40 PM »
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Unlike DirectX 9 which allows you to only render cube maps in 6 passes, DirectX 10 offers different ways to do it more efficiently: geometry shaders & improvements in the geometry instancing API offer single pass alternatives to cube map rendering. This article presents 3 algorithms as well as their drawbacks and advantages

Full story at GameDev

2546
3D-Tech News Around The Web / Fluid Simulation for Video Games (part 6)
« on: February 02, 2010, 03:17:58 PM »
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This article, the sixth in a series, describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles. The first article summarized fluid dynamics; the second surveyed fluid simulation techniques; and the third and fourth presented a vortex-particle fluid simulation with two-way fluid-body interactions that runs in real time. The fifth article demonstrated how to obtain and use CPU usage profiling data to optimize and further parallelize the code so that it ran faster.

This article describes a differential technique for solving velocity from vorticity and contrasts its results and performance with the integral treecode technique presented in Part 3. The Poisson solver presented in this article runs faster than the treecode, but its results look different - and are potentially less satisfying.

2547
3D-Tech News Around The Web / I3D 2010 Papers
« on: February 02, 2010, 01:11:17 PM »
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The Symposium on Interactive 3D Graphics and Games (I3D) has been a great little conference since its genesis in the mid-80s, featuring many influential papers over this period.  You can think of it as a much smaller SIGGRAPH, focused on topics of interest to readers of this blog.  This year, the I3D papers program is especially strong.

Full story at RTR

2548
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Now, for around $10 000, you can get the speed of a small cluster in a desktop machine, by using the untapped potential of the GPU (Graphics Processing Unit). A machine with four high end GPUs from NVIDIA has up to four teraflops of processing power, equivalent to around 60 of the fastest CPUs.

FfA's latest release of SVI Pro uses the GPU in three different ways:
1. For general visualisation
2. For interactive (visual) computing
3. For GPU accelerated volume processing

Full story at EngineerLive

2549
Benchmark to check if you can run GNO3
Download via 4Gamer



2550
3D-Tech News Around The Web / ATI Catalyst 10.-1 WHQL available
« on: January 27, 2010, 08:36:11 PM »
Download site

Developer blog

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Performance Improvements
 
The following performance gains are noticed with this release of ATI Catalyst™ 10.1:
 
z  Left 4 Dead 2 – Overall performance improves as much as 3% on ATI Radeon™
HD 5700 series products and ATI Radeon™ HD 5800 series products
z  Crysis – Performance improves as much as 3% on ATI Radeon™ HD 5700 series
products and as much as 4% on ATI Radeon™ HD 5800 series products
 
Resolved Issues for All Windows Operating Systems
 
This section provides information on resolved issues in this release of the ATI Catalyst™
Software Suite for Windows. These include:
 
z  Confirmation dialog box will now appear while extending the display through ATI
Catalyst™ Control Center
z  "Enable Manual Fan Control" check box will now be checked when utilizing external
tools to apply fan speed

z  [ATI Catalyst™ Control Center] The display order will now reflect changes properly
when Eyefinity is re-arranged while desktop is rotated to portrait mode
z  Hot unplugging one of the displays in an Eyefinity configuration no longer causes
rotation modes to disappear from ATI Catalyst™ Control Center
 
Resolved Issues for the Windows 7 Operating System
 
This section provides information on resolved issues in this release of the ATI Catalyst™
Software Suite for Windows 7. These include:
 
z  [ATI Catalyst™ Control Center] Enabling LCD Overdrive will no longer cause
mouse cursor to magnify when moved overtop of the "Calibration Preview"
z  DisplayPort™ "Lower Setting Applied" and "Link Failure" messages will no longer
appear after driver installation and reboot with DP displays connected to the mini DP
port
z  Firefox now works properly and video no longer drop frames when playing Youtube
clips with Adobe Flash Player 10
z  CrossFire™ logo now appears properly in CFX enabled applications like "3DMark
Vantage" or "Call of Juarez"
z  [ATI Catalyst™ Control Center] Newly added custom modes will now appear
properly in desktop area tree view
z  Confirmation dialogue window will now appear when setting up Eyefinity mode
z  120 Hz is no longer missing from display modes for specific digital displays
z  Specific configurations will no longer cause Ubisoft "Wheelman" to stop responding
during gameplay
z  Loss of HDMI signal may no longer occurs when viewing Blu-ray content, and re-
scanning for the HDMI signal no longer cause the entire screen to shift and display a
green border
z  Overscan/underscan issue no longer occurs when setting displays to HDTV modes
z  Performance drop no longer observed during some scenes of Resident Evil 5
cinematics
z  Blocky grass and trees no longer visible in Unigine "Heaven" in OpenGL mode
 
Resolved Issues for the Windows Vista Operating System
 
This section provides information on resolved issues in this release of the ATI Catalyst™
Software Suite for Windows Vista. These include: 
 
z  Changing basic color settings will now reflect properly during playback with Adobe
Flash Player using Internet Explorer or Firefox
z  The right side of HD progressive playback screen will no longer freeze while
enabling split screen mode and dynamic contrast
z  Green horizontal line no longer visible at the top of the playback window when
viewing SD HQV content with desktop resolution set to 25x16

2551
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New in Version 196.34

    * Fixed a bug with v196.21 that prohibited GPU overclocking

Optix vs. Vista/7 issue persists  >:(


2552
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In this article, I discuss mixing CUDA and OpenGL by utilizing a PBO (Pixel Buffer Object) to create images with CUDA on a pixel-by-pixel basis and display them using OpenGL. A subsequent article in this series will discuss the use of CUDA to generate 3D meshes and utilize OpenGL VBOs (Vertex Buffer Objects) to efficiently render meshes as a colored surface, wireframe image or set of 3D points. All demonstration code compiles and runs under both Windows and Linux.

Full story at DDJ

2553
3D-Tech News Around The Web / Shader Toy, an online shader editor
« on: January 26, 2010, 05:46:07 PM »
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It's using the pretty new WebGL specification to allow you to edit GLSL shaders. Because the tool is online you don't need to install anything (this will be true the day all browsers have support for WebGL - for the time being read the not in the end of the post). In the other hand, it comes with lots of interesting shaders. Raymarching, procedural distance fields, metaballs, tunnels, deformations, postprocessing effects, .... Just load them and have a look to learn how these techniques work, or start modifying them to make your own shader.

I think this tool is ideal when you have an idea and want to sketch it, or want to play a bit with shaders, but you don't have your OpenGL framework handy, nor you have textures or even a compiler at all. Instead, wherever you are, in your vacations trip, at your mum's, you just need a browser. Connect to the Shader Toy page, load one of the presets shaders, and start playing around. As simple as that! You can use any online image to feed the 4 texture units in the shader by providing Shader Toy with the url of the image. I even created some usefull "noise" textures for you, and there are quite a few "famous" demos in the presets, donated by several demoseners. Check them out.

Features:

- four texture input from online images
- mouse input to feed your shader parameters with some life data
- quick compile with ALT TAB shortcut
- framerate monitor
- viewport resolution selector
- glsl-es help
- time control
- lots of cool presets, for free!

Coming soon:

- syntax highlight
- video input (feed a texture unit with online video!)
- flexible parameter input with custom user js functions
- advanced timeline control
- multithreaded render
- cubemaps
- submit/save your own shaders and presets


LINK: http://www.iquilezles.org/apps/shadertoy

** Note: most browsers don't implement the WebGL specification yet. You need the nightly build of Firefox (3.7), Chrome or Safari to use Shader Toy. So far I have successfully tested it Firefox 3.7 and Chrome 4.0 under Windows, Firefox 3.7 under Linux. I have been reported that it works in Safari under Mac too. Please follow the instructions in http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation for installation.

** Note: ShaderToy was made for helping making "flat shaders" only, it was never intended to be a RenderMonkey-clone where you can load 3d meshes. ShaderToy is about filling pixels only. Of course, that doesn't mean you can only do 2d, nothing prevents you from writing raytracers right? - check the presets.

[via]

2554
3D-Tech News Around The Web / NVIDIA PerfHUD 6.62 available
« on: January 26, 2010, 05:37:49 PM »
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PerfKit 6.62 Feature Highlights:

    * New in 6.62! Support for Windows 7
    * New in 6.62! Fix for the COM initialize bug
    * New in 6.6! Support for GPUs based on GT21x chips
    * New in 6.6! Fixed a bug when applications used RawInput
    * Save/Load DX10 frame captures (Ctrl+S in the Frame Debugger)
    * GeForce GTX 200 Series GPU Support
    * Works with standard drivers on Windows Vista
    * SLI Support
    * Texture Visualization and Overrides
    * API Call List
    * Dependency View
    * New CPU/GPU Timing graph
    * And much more!

2555
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See what a difference the new Windows 7 kernel makes compared to Windows Vista. The windows 7 kernel is optimized for use with Intel core microarchitecture not only does it perform faster it also allows you to put a few cores to sleep while maintaining peak performance.

2556
3D-Tech News Around The Web / OpenCL Tutorials and Benchmarks
« on: January 25, 2010, 05:34:25 PM »
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This web site, maintained by Eric Bainville, presents several example codes, tutorials and low-level benchmarks, using OpenCL to compare multicore CPUs and GPUs. Examples include operations and basic arithmetic throughput, a Mandelbrot renderer and and multiprecision algorithms to multiply million-digit numbers.

[via]

2557
3D-Tech News Around The Web / Microsoft Office 2010 requires "newer" GPUs
« on: January 25, 2010, 05:13:02 PM »
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Why is there a new graphics processor requirement?

If you’ve checked out Office 2010’s full system requirements, you’ve probably noticed the new graphics processor (GPU) requirement, and might be wondering what that’s all about. Another piece of feedback we received after releasing Office 2007 is that customers were interested in harnessing more of the potential of their PCs. Many computers in 2007 and most computers today have graphics processors separate from the CPU (this doesn’t necessarily mean a dedicated graphics card; for example, most laptops don’t have a physical graphics card, but do come with a graphics processor). If your computer has a GPU, it lets us perform graphics rendering tasks (like drawing charts in Excel, or transitions in PowerPoint) in the GPU instead of in the CPU, which parallelizes work and speeds up performance. This is particularly relevant for users of PowerPoint 2010, which will introduce some awesome new graphics and video integration features (more info at the PowerPoint team blog).

We chose to design for Microsoft® DirectX® 9.0c compliant graphics processors with 64 MB video memory. These processors were widely available in 2007, and most computers available today include a graphics processor that meets or exceed this standard. However, like our CPU and RAM requirements, this requirement is targeted for typical tasks – if you intensively use graphics features, you’ll benefit from a more powerful GPU.

Full story at Technet

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2558
3D-Tech News Around The Web / Disney's Ptex released as free open source
« on: January 21, 2010, 05:24:05 PM »
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Ptex is a texture mapping system developed by Walt Disney Animation Studios for production-quality rendering:

    * No UV assignment is required! Ptex applies a separate texture to each face of a subdivision or polygon mesh.
    * The Ptex file format can efficiently store hundreds of thousands of texture images in a single file.
    * The Ptex API provides cached file I/O and high-quality filtering - everything that is needed to easily add Ptex support to a production-quality renderer or texture authoring application.

Demo video at Golem

2559
3D-Tech News Around The Web / 3Impact Game Engine Now Completely Free
« on: January 19, 2010, 05:49:52 PM »
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The full version of the 3Impact Game Engine is now completely free to use for commercial and non commercial purposes.

Development is set to continue for individual clients requiring tailored versions of the 3d engine. Public updates will also be released free of charge on a regular basis.

The 3Impact Game Engine is a powerful 3d development system with a short learning curve. The officially supported language is C++, but the engine can be programmed by using various languages.

[via]

2560
3D-Tech News Around The Web / NVIDIA Forceware 196.21 WHQL available
« on: January 19, 2010, 05:48:24 PM »
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New in Version 196.21

    * Adds SLI and multi-GPU support for many top new gaming titles including Avatar Demo, Battlefield: Bad Company 2, City Bus Simulator, Dirt 2, Ferrari Virtual Race, GREED: Black Border, Mass Effect 2, Mortal Online, Ninja Blade, Operation Flashpoint: Dragon Rising Demo, Planet 51, RUSE, Serious Sam HD, and Wings of Prey.

New OpenGL extension exposed: GL_NVX_gpu_memory_info

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