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Messages - Stefan

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3D-Tech News Around The Web / Fluid Simulation for Video Games (part 2)
« on: August 02, 2009, 05:04:51 PM »
Simulating fluid motion entails converting continuous equations into simpler discrete equations and using numerical techniques to solve the discretized equations. Spatial discretizations include grid-based and mesh-free methods. Simulations employ techniques for interpolating values between nodes, approximating spatial derivatives and evolving the simulation forward in time, meanwhile satisfying boundary conditions. Fluid simulations also provide the means to provide forces acting on bodies embedded in the fluid, which a separate rigid body simulator can apply.

Read full story at Intel.

Javor Kalojanov published a paper to appear at HPG2009.
Furthermore two tech demos, that require GPU with CUDA compute capability 1.1

The Institute of Computer Graphics and Algorithms of the TU Vienna honors their best works annually in their hall of fame.

Check out the technical demo "Phluid Fysics", which runs 5 times faster in hardware than in software PhysX mode.
If you have a fast NVIDIA GPU, increase refreshRate in config.txt

This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this system has been constructed from components published in the graphics and computational physics literatures. The goal of this paper is to describe how these components can be combined to produce an engine that is robust to unpredictable user interactions, fast enough to model reasonable scenarios at real-time speeds, suitable for use in the design of a game level, and with appropriate controls allowing content creators to match artistic direction. Details concerning parallel implementation, solver design, rendering method, and other aspects of the simulation are elucidated with the intent of providing a guide to others wishing to implement similar systems. Examples from in-game scenes captured on the Xbox 360, PS3, and PC platforms are included.

3D-Tech News Around The Web / AMD GPU PerfStudio 2.0 available
« on: July 30, 2009, 09:36:05 AM »
GPU PerfStudio 2.0 is the next generation GPU Performance Analysis & Debugging Tool from AMD. It offers clear advantages to developers by cutting software development time and improving graphics quality.

GPU PerfStudio 2.0 gives developers control with seamless workflow integration. Spend more time writing code and less time debugging. Identify performance and algorithm issues early in the development cycle, and meet your quality and performance goals.

Key Features:

    * Integrated Frame Profiler
    * Integrated Frame Debugger
    * Integrated Shader Debugger with support DirectX™ HLSL and ASM
    * Client / Server model
    * GPU PerfStudio 2.0 Client runs locally or remotely over the network
    * GPU PerfStudio 2.0 Server supports 32-bit and 64-bit applications
    * Supports DX10 and DX10.1 applications
    * No special build required for your application.
    * Customizable Client GUI, define and save your own window layouts
    * Drag and drop your application onto the server to start debugging
    * No installation required – copy and run anywhere – your settings go with you

3D-Tech News Around The Web / Furry Ball - GPU renderer for Maya
« on: July 30, 2009, 09:29:25 AM »
GPU renderer for Maya for studio use. Features: Direct X 10 compatible, Full Maya Integration in Viewport, Complete realtime Dynamic Fur and Hairs, Bump mapping, Lambert, Blin, Phong materials, Textures, Unlimited lights Soft Shadows (with variable penumbra), Reflection, Blurred reflection, Resolution up to 8k, Unlimited Supersampling, Per Object Supersampling, Ambient occlusion, Transparency.

100-300 times faster than CPU render on regular Geforce card.

Screenshots and video at AAA Studio.

Today PC Games Hardware got new screenshot of Raining Fire. Behind this project stands an assembly of modders who want to create a Science Fiction Mystery movie with the CryEngine 2. The modder sebastain now presents impressive scenes that have been made with cinematic effects like Depth of Field Blur or selective focus. Raining Fire is supposed to become a mixture of adventure and fantasy and will make use of LOST like elements. The main characters are some teenagers that go on a special trip at the end of their summer holidays.

DirectX 11 a key component to Windows 7
DirectX 11 should help gamers take full advantage of the multiple cores now increasingly common in CPUs and GPUs, bringing the likes of tessellation and multi-threaded rendering.

Read full story at TR.

Yeah, it behaves a bit odd.
Change the renderer in the pull-down menu to "xxx/PCI/SSE2"
The developer explains it here:

3D-Tech News Around The Web / OpenGL Extension Viewer 3.13 available
« on: July 28, 2009, 10:17:31 PM »
Here the list of changes

3.12    Added OpenGL 3.1 detection. Added OpenGL 3.0 renderer (windows only), Improved OpenGL 3.0 detection, added new renderers.
3.11    Update to GLEW 1.5.1. Added OpenGL 3.0 functions entry point. Fixed application issue with & characters in the monitor name (Windows version).
3.10    Added OpenGL 3.0 core features set.

Get it from Realtech.

3D-Tech News Around The Web / Realistic Earth rendering demo
« on: July 28, 2009, 05:35:41 PM »
If you have enough space and time to download 3.6GB of terrain data, you may try it on your PC (warning: it has only been tested on Windows XP, with an NVIDIA GeForce 7900 or 8800). The demo is available here:

Otherwise you can see some High Quality videos here (made with more precise data and more realistic shaders - 16GB terrain, clouds, shadows, procedural details):

There are also high-res stills (8000x6000!) made with the same software here:


3D-Tech News Around The Web / AMD & NVIDIA excited about Windows 7
« on: July 28, 2009, 04:57:58 PM »
We are very excited here at NVIDIA today, because the fact that Windows 7 has hit the RTM milestone means we are on the doorstep of the launch of the first Windows operating system to treat the graphics processing unit (GPU) as a real peer to the CPU.
For the gamers, Windows 7 will provide the best gaming performance of any Windows operating system and will support SLI (multi-GPU gaming), 3D Vision and PhysX on day 1.

Read full story at Windows Partner Blog.

AMD just announced the WHQL-certified ATI Catalyst (TM) 9.7 Unified Driver (you can download the ATI Catalyst driver here). This is a crucial piece of the puzzle designed to help you get the most out of your ATI Radeon (TM) graphics technology when running Windows 7. This, combined with the upcoming DirectX® 11- (DX11) enabled ATI Radeon graphics cards, will help deliver something we like to call The Ultimate Visual Experience (TM).

Read full story at Windows Partner Blog.

With the power of upcoming many-core architectures Intel is developing, real-time ray tracing (using the physics of light to realistically render an interactive 3D scene) comes closer and closer to the desktop. At Research@Intel Day 2009, Intel researchers showcased the latest innovations from our Real-time Ray Tracing project, including more realistic 3D water and the ability to render more than 500 animated characters at once, and showed a version rendering multiple camera views on a stereoscopic display, in which viewers can see the 3D depth of the scene without the need for special glasses. See video from Research@Intel Day 2009 for more info.

Pyrit takes a step ahead in attacking WPA-PSK and WPA2-PSK, the protocols that protect today's public WIFI-airspace.

Pyrit's implementation allows to create massive databases, pre-computing part of the WPA/WPA2-PSK authentication phase in a space-time-tradeoff. The performance gain for real-world-attacks is in the range of three orders of magnitude which urges for re-consideration of the protocol's security. Exploiting the computational power of Many-Core- and other platforms through ATI-Stream, Nvidia CUDA, OpenCL and VIA Padlock, it is currently by far the most powerful attack against one of the world's most used security-protocols.

Download via Guru3D.

No changelog available. No new additions to SLI profiles since 190.38

Flexibility seems to be the name of the game when it comes to describing Larrabee, Intel's next-generation visual computing microarchitecture. From new realms of development choice to actual implementation, Larrabee's strategic and tactical flexibility are discussed in these two articles.

Rasterization on Larrabee: Adaptive Rasterization Helps Boost Efficiency

    For Mike Abrash, Rad Game Tools programmer and graphics-programming expert, it was simply common sense: You don't rasterize in software if you're trying to do GPU-class graphics, even on a high-performance part such as Larrabee. Turns out, he was wrong.
    In this second article by Dr. Dobb's, Mike takes a close look at how the Larrabee team at RAD applied Larrabee New Instructions to rasterization and, in the process, redesigned their implementation to take advantage of the strengths of Larrabee's CPU-based architecture.

>Read it now

An Interview with Intel's Mike Burrows

    Developing new computing hardware requires two things: an understanding of current industry trends and a long-term strategic view of where technology is going. Lucky for us, that's exactly what Mike Burrows has his sights on.
    Long-time Microsoft veteran and founder of its graphics advisory board, Mike is now Intel's Senior Graphics Software Architect Manager. In this Q&A article written by Gamasutra, Mike gives his views on where the industry is going and how upcoming technologies like Larrabee can help take developers into the future.

>Read it now

For the past week and a half, we've been hearing rumors citing various dates for the launch of AMD's DirectX 11 graphics cards… ranging from GDC in China to newly invented delays that would push the launch window in to November.

However, all of these rumors are false, given that AMD has firmed its "Cinema 3.0/DirectX 11" launch.

Read full story at BSN.

Blitz CTO Andrew Oliver has revealed to that the approximate extra cost of putting 3D technology into a game is around "an extra 10-15 per cent" in terms of additional content.

Read full story at


What did our city look like 2000 years ago?

Answers to this question are being provided by a 3D reconstruction of Roman Cologne. The unique research project Visualisation of Roman Cologne has succeeded for the first time in producing, in real time, a model of the city at a certain point in time that is fully navigable in its entirety. It is now possible to stroll through the whole of Roman Cologne, to see the buildings in their actual urban context and to walk around them.

Get the VRS based realtime application and make sure to have lots of free RAM!

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