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Messages - Stefan

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3D-Tech News Around The Web / GLGX v0.24 An OpenGL Utility Library
« on: August 14, 2009, 02:30:08 PM »
This library is an utility library for OpenGL applications like D3DX for DirectX. It includes mathematic classes and functions (projection and view matrices creation)(vectors, matrices, quaternions, ...), functions for textures loading, GLSL shaders loading, frustum computation, ...

Get it from Texel3D.

3D-Tech News Around The Web / LAPACK on CUDA beta available for free
« on: August 14, 2009, 02:15:06 PM »
The technology proposition is fairly straightforward: take the LAPACK interface, implement the functions under the interface to take advantage of NVIDIA’s GPUs, and hide as much as possible of the nastiness of CUDA programming (allocations, workspace creations, and memory transfers are all taken care of under the hood) from the developer using the library while still getting the benefit of GPU speedup.

Read full story at InsideHPC.

3D-Tech News Around The Web / CUDA real time ray tracing tutorial
« on: August 14, 2009, 09:49:48 AM »
This tutorial will focus on the CUDA stuff like how do you upload some triangles to your graphics card and how to implement a very simple ray tracing algorithm that runs on the GPU. It will be assumed you know Open GL, and some theory about ray tracing.

Read full story at Alexandra Institute.

I am getting 50fps on a 4870X2 at 1920x1080 16xaf 8xaa physx low.

What do you get with PhysX=high? Only this setting activates foliage etc.

    *  Optimized for best performance in the PhysX title: Terminator Salvation.
    * Optimized for best performance in the PhysX title: Batman Arkham Asylum.
    * Supports NVIDIA PhysX acceleration on all GeForce 8-series, 9-series, 100-series and 200-series GPUs with a minimum of 256MB dedicated graphics memory and 32 processor cores (stream processors).
    * Experience GPU PhysX acceleration in many games and demos, some of which are highlighted in PowerPack downloads on
    * Runtime upgrade ONLY for AGEIA PhysX processors users. (New AGEIA PhysX processors installations should install older PhysX system software such as version 8.09.04 – prior to installing this update). Note – AGEIA PPU acceleration support for 2.8.1 SDK or earlier, and Windows Vista and Windows XP only.
    * Includes runtimes for the PhysX SDK 2.8.3
    * Includes the latest PhysX runtime builds to support all released PhysX content.
    * Supports NVIDIA PhysX acceleration on GeForce via CUDA 2.0 for SDK versions 2.7.3, 2.7.2, 2.7.5, 2.8.0, 2.8.1 and 2.8.3 (requires graphics driver v177.81 or later).
    * Supports control of your GPU PhysX configuration from the NVIDIA display driver control panel. (requires graphics driver v180.00 or later)

2.8.3 is missing, 2.7.2 hasn't been updated since June 2007 (they mean 2.7.1)
Compared to 9090720 only 2.8.1 runtimes have been updated.

Download here

3D-Tech News Around The Web / TechArp's PhysX Tech Report
« on: August 13, 2009, 11:33:37 PM »
Game physics is definitely the focus of the graphics and gaming industry. All that tremendous processing power in current GPUs is just begging for a compute-intensive application and game physics fit the bill perfectly. For gamers, better game physics mean a more immersive environment and a more enjoyable game play. For the industry, it will drive the demand for better and faster graphics cards.

Until recently, it was not possible for the gaming industry to include much game physics even with the advent of the Havok and PhysX physics engines. This was because the calculations had to be executed by the processor. The introduction of a Physics Processing Unit, the PhysX P1, by AGEIA improved the situation by delivering hardware-accelerated physics. However, the gaming industry was understandably hesitant about spending expensive development time into game physics just for the small number of PhysX P1 users.

It took NVIDIA's purchase of AGEIA to truly bring hardware acceleration of physics into mainstream use. Almost instantly, all NVIDIA graphics cards from their GeForce 8 series onwards were able to offload PhysX calculations from the CPU to the GPU. This not only improved performance, it also encouraged the industry to add more game physics into their games.

Read full story at TechArp.

Register and download at
Unfortunately no GPU PhysX inspite of using Unreal Engine 3.

Results on my rig:
640x480   performance=1 154/7/447 fps
1680x1050 performance=5 74/11/207 fps

3D-Tech News Around The Web / ISS Interactive
« on: August 12, 2009, 04:55:37 PM »
ISS Interactive, is a free Windows program for exploration of the International Space Station and is based on a 1 million polygon ISS model from NASA. Modules and structures can be added and removed like building blocks. 3D views can be saved and quickly recalled. The user interface is based on Auto-Focus navigation and  3D-Multi-windows™.

Download and explore the ISS, inspect it in detail and configure and save your own views of ISS, its modules and its structural components.

Download mirrors at official homepage.

Benchmark results on my rig:
Settings 1680x1050, 0xAA, 0xAF, details=very high

Low    - 51 fps
Medium - 33 fps
High   - 21 fps / GPU PhysX, 1.17 fps / CPU PhysX

Screenshot 1920x1080, 16xAA, 16xAF, details=very high

3D-Tech News Around The Web / A new view of 3D graphics
« on: August 11, 2009, 04:21:04 PM »
At the High Performance Graphics conference before the main show, keynote speeches from Larry Gritz of Sony Pictures Imageworks and Tim Sweeney of Epic Games showed that traditional 3D-rendering methods are being augmented and even supplanted by new techniques for motion-picture production as well as real-time computer games.

Read full story at CNET.

3D-Tech News Around The Web / NeoAxis Engine 0.82 released
« on: August 09, 2009, 08:32:55 AM »
NeoAxis Engine 0.82

The next release of NeoAxis Engine, version 0.82 is a step to complete list of features. This version comes with some bug fixes, optimization, solving all Windows Vista troubles, support of new CG 2.2 and OGRE 1.6.3.

It also implements such necessary things as:

    * orthographic projection camera support;
    * GUI now shows correctly on widescreen monitors;
    * binary packaging is now very easy;
    * fixed pipeline blending supports all layers of Heightmap Terrain

3D-Tech News Around The Web / Irrlicht 1.5.1 Released
« on: August 09, 2009, 07:58:59 AM »
We are happy to announce that we just released Irrlicht version 1.5.1. This version contains a lot of bugfixes and corrections, but also some few new features:

    * Support for Range Fog in OpenGL
    * Improved X11 support
    * Better .x, STL and Collada file loading
    * 32bit indices for large meshes
    * Terrain rendering using hw buffers
    * A lot of bug fixes and corrections

Tobias Ritschel published some interesting new papers:
- Micro-Rendering for Scalable, Parallel Final Gathering
- Interactive Reflection Editing
- Perceptual Influence of Approximate Visibility in Indirect Illumination


"Simul Weather" released a new demo.


* Live, realtime volumetric clouds
* Eye-wateringly fast!
* Physics-based cloud generation
* Multi-core calculation with Intel® Threading Building Blocks.
* Realtime weather-changes
* Time-of-day
* Atmospherics for distance fading
* Thunder and lightning
* Clouds you can fly through
* Simple C++ API
* Windows, console versions
* Renderer-independent
* Drop-in sample rendering source code and shaders for OpenGL, DirectX implementations
* Works with any 3D API or engine
* Built-in binary and XML load and save.

Multi-threading via TBB had no impact on my rig though  ???

3D-Tech News Around The Web / Unreal Engine 3 Gets Multithreaded Support
« on: August 08, 2009, 10:08:56 AM »
Epic Games recently announced that Intel Threading Building toolsets have become part of Epics integrated partners program for Unreal Engine 3 licensees. In other words, developers will no longer need to seek third-party resources when using the UE3 to gain access to multithreaded building tools.

Read full story at CinemaBlend.

3D-Tech News Around The Web / Re: Microsoft GDC 2009 round-up (update)
« on: August 07, 2009, 04:06:07 PM »
GDC 2009: Windows 7 - What Does it Mean to Game Developers
This talk will summarize the new platform features, and detail the technical differences between Windows Vista and the upcoming new release.

GDC 2009: Get Ready for Windows 7
This presentation introduces Windows 7 and summarizes the key developer advances such as The New Taskbar and Shell Experience, Federated Search, Multi-touch Support, and Sensors and Location.

GDC 2009: Out of Order - Making In-Order Processors Play Nicely
This session illustrated the strategies you can employ to get great performance on in-order CPUs, including tackling load-hit-stores, L2 miss, branch mispredicts and expensive instructions.

GDC 2009: Direct3D11 Tessellation Deep Dive
This talk will summarize the design of the hull shader, tessellator, and domain shader pipeline stages, and outline their intended usage.

3D-Tech News Around The Web / NVIDIA SIGGRAPH 2009 round-up
« on: August 07, 2009, 04:01:54 PM »
    * Slides are now posted for James Fung's Advances in GPU-based Image Processing and Computer Vision
    * Slides are now posted for Samuel Gateau's 3D Vision Technology - Develop, Design, Play in 3D Stereo
    * Slides are now posted for Tianyun Ni's Course: Efficient Substitutes for Subdivision Surfaces
    * Slides are now posted for Andrei Tatarinov and Alexander Kharlamov's Alternative Rendering Pipelines on NVIDIA CUDA
    * Slides are now posted for Steve Parker and Phil Miller's Efficient Ray Tracing on NVIDIA GPUs (OptiX)
    * Slides are now posted for Holger Kunz and Phil Miller's Accelerating Realism with the NVIDIA Scene Graph (SceniX)

Get them from NVIDIA dev zone.

3D-Tech News Around The Web / ID's Rage shows off "virtual texturing"
« on: August 07, 2009, 03:57:11 PM »
Several new screenshots of stunning Rage environments were included in a SIGGRAPH 2009 talk given by id Software senior programmer J.M.P. van Waveren.

Consisting mainly of environment shots, the images show off id's "virtual texturing" process, which allows the studio to create "unique, very large" textures in the id Tech 5 engine. For the technically minded, notes on the talk are available in this PDF

Watch gallery at ShackNews.

Enable hardware accelerated PhysX to get fancy cloth effects like spiderwebs shaken by a gust of wind.
The game is built with Unreal Engine 3, so you can use the usual tweaks.

Get demo from NZONE.

If you have a regular joypad, install XBOX360 Controller Emulator.

3D-Tech News Around The Web / Flam4CUDA 0.72 available
« on: August 06, 2009, 11:53:59 AM »
-Updated to CUDA 2.3 - you'll probably have to update your drivers.
--Cuda 2.3 now supports multi-gpu with SLI enabled at the same time - no more twiddling settings!
-Fixed issue with frames becoming darker over the course of a long animation.
-Moved the flam3 XML loader to Flam4CudaX.dll, so it's now accessible to third parties.
-Added transparency option for PNG sequences.
-Fixed issue with the PNG sequence folder browser - you can now save to any folder, not just folders in My Pictures.
-Added support for rendering animations to PNG sequences.

Get it from Sourceforge.

Unfortunately the Electric Sheep server is down atm  :(

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