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Messages - Stefan

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3D-Tech News Around The Web / Cyberlink MediaShow Espresso review
« on: June 24, 2009, 06:21:03 PM »
... MediaShow Espresso is the first video transcoding application we've seen to boast support for both NVIDIA's CUDA and AMD's Stream technologies.

So, how well does MediaShow Espresso work as an application, and how quickly can it transcode video using both a power CPU and GPU acceleration?  Well, that's just what we're here to find out.

Read full story at EliteBastards.

3D-Tech News Around The Web / Esenthel Engine - tech demos
« on: June 24, 2009, 05:38:43 PM »
Esenthel Engine released some tech demos including a "bloody massacre"  :P
The developer explains the engine's features at DevMaster.

3D-Tech News Around The Web / DX Studio Version 3.1 Released
« on: June 24, 2009, 04:59:47 PM »
Press release:
We are please to announce the official release of DX Studio version 3.1.

The main focus for v3.1 has been on large environments and the engine now comes with an advanced terrain and shadow mapping system that allows you to create massive seamless outdoor environments. The design moves beyond the traditional height field approach and, due to the use of a freeform mesh based approach, allows for overhanging cliffs, caves and vertical terrain.

Hardware skinned meshes and shadows are also supported which helps DX Studio display large numbers of characters and dense foliage in the same scene without hitting performance.

Other new release features include an integrated web browser with Flash support, an expansion of the PhysX capabilities, new resource management and file sharing systems for larger projects and Wiimote support.

There are also some great new demos (including a large tropical island that has been split into two and joined with a cave network) and tutorials available on the wiki.

The executable island demo suffers from flickering textures on my rig  :(

"We want to supply hardware to Microsoft and software developers so they can make DX11 games on our hardware first," Bergman told us, adding that it would put his firm in a good position for the future.

Read full story at PCPER.

This installment presents some straightforward examples that demonstrate the use of texture objects with CUDA.

Read full story at DDJ.

The Portland Group, a wholly-owned subsidiary of STMicroelectronics and a leading supplier of compilers for high-performance computing (HPC), today announced an agreement with NVIDIA under which the two companies plan to develop new Fortran language support for CUDA GPUs.

Read full story at PCPER.

3D-Tech News Around The Web / HWiNFO32 v3.0 released
« on: June 23, 2009, 06:01:22 PM »
HWiNFO™ and HWiNFO32™ are professional hardware information and diagnostic tools supporting latest components, industry technologies and standards. Both tools are designed to collect and present the maximum amount of information possible about computer's hardware which makes them suitable for users searching for driver updates, computer manufacturers, system integrators and technical experts as well. Retrieved information is presented in a logical and easily understandable form and can be exported into various types of reports.

3D-Tech News Around The Web / Choose Your Own Fractal: Polynomial
« on: June 23, 2009, 05:56:28 PM »
This morning’s trippy maths-cleverness comes to us via Indiegames, where they flagged up fractal 3D space shooter in progress, Polynomial. It’s a beauty, although somewhat slow paced at the moment. The game contains “mathematically generated fractal scenery and models”, which can be created first hand using the in-game editor. The results are rather spectacular. And I particularly like the Mandelbrot Set as an Eagle nebula type skybox. It’s only a 3mb download, go take a look. And watch out for the dynamic reactor setting, apparently having that switched on can cause dizziness.

Source: RPS

After the 3rd magazine you can get now issue 1 and issue 2  ::)

Game optimization tips, unlocking the secrets of new graphics architectures, unusual game-engine applications, a revolutionary custom tool for digital content creation, the visual effects that brought Attila the Hun to life, the happy musings of a digital artist—point and click and it’s yours in Intel® Visual Adrenaline

The second issue of Visual Adrenaline magazine explores the enhanced realism possible with the latest visual computing advances—in stereoscopic 3D, multi-player gaming, and CG animation. The alliance between Intel and DreamWorks, resulting in the InTru 3D™ brand, aims to bring bring incredible stereoscopic 3D experiences to audiences. Other topics highlight gaming development, the latest wrinkles in digital art, and bringing a benign monster to life.

The CUDA Toolkit and SDK 2.3 betas are now available to registered developers. They include the following features:

    * The CUFFT Library now supports double-precision transforms and includes significant performance improvements for single-precision transforms as well. See the CUDA Toolkit release notes for details.
    * The CUDA-GDB hardware debugger is now available for all supported Linux platforms and is included in the CUDA Toolkit installer.
    * GPUs in an SLI group are now enumerated individually, so you can achieve multi-GPU performance even when SLI is enabled for graphics.
    * New support for fp16 <-> conversion intrinsics allows storage of data in fp16 format with computation in fp32. Use of fp16 format is ideal for applications that require higher numerical range than 16-bit integer but less precision than fp32 and reduces memory space and bandwidth consumption.
    * The CUDA SDK has been updated to include:
          o A new pitchLinearTexure code sample that shows how to effeciently texture from pitch linear memory.
          o A new PTXJIT code sample illustrating how to use cuModuleLoadDataEx() to load PTX source from memory instead of loading a file.
          o Two new code samples for Windows, showing how to use the NVCUVID library to decode MPEG-2, VC-1, and H.264 content and pass frames to OpenGL or Direct3D for display.
          o Updated code samples showing how to properly align CUDA kernel function parameters so the same code works on both x32 and x64 systems.
    * The Visual Profiler (packaged separately) includes several enhancements:
          o All memory transfer API calls are now reported
          o Support for profiling multiple contexts per GPU.
          o Synchronized clocks for requested start time on the CPU and start/end times on the GPU for all kernel launches and memory transfers.
          o Global memory load and store efficiency metrics for GPUs with compute capability 1.2 and higher.
    * The CUDA Driver for MacOS is now packaged separately from the CUDA Toolkit.
    * Support for major Linux distros, MacOS X, and Windows:
          o Fedora 10, RHEL 4.7 & 5.3, SLED 10.2 & 11.0, OpenSUSE 11.1, and Ubuntu 8.10 & 9.04
          o Windows XP/Vista/7 with Visual Studio 8 (VC2005) and 9 (VC2008)
          o MacOS X 10.5.6 and later (32-bit)

The need for a cost-effective, efficient generation and visualization of complex 3d virtual city models plays an increasingly important role in a wide variety of virtual reality related fields including computer games, virtual city guides, social networks, geographic information systems, urban planning, training simulators etc.
However, generating a urban environment of sufficient quality in 3D is still an extremely challenging, time consuming and costly process

More infos and video at Procedural City.

We do not review new versions of Nvidia GeForce graphics card drivers as often as we do ATI Catalyst, however, once version 186.18 came out we decided to pay special attention to it by performing a comparative performance test session.

Read full story at xbit labs.

With the Kaboom project, we've created a modular, threaded CFD simulation that can be dropped into an existing project, hooked up to a rendering engine, and used to generate realistic, real-time fluid dynamics simulations, suitable for smoke or water.

Read full story at Gamasutra.

Download links: demo and tbb.dll

3D-Tech News Around The Web / Is it time for Nvidia to ditch CUDA?
« on: June 19, 2009, 11:25:41 AM »
Nvidia had some interesting news today and announced the first Open CL 1.0 drivers for its GPUs today. For now, however, the drivers are only available to registered Nvidia developers, but Nvidia’s effort to support Open CL as a way to exploit graphics processors for general purpose applications is apparent. So, who needs CUDA?

Read full story at TGDaily.

3D-Tech News Around The Web / Tessellation: Enhance your geometry
« on: June 19, 2009, 08:07:33 AM »
As GPUs become more powerful, we see many new applications of how they can be used as general compute devices often rivaling and surpassing the CPU. But at the same time, modern GPUs are augmented with tools and features that assist general computation. These new features add high performance paths that enhance graphics rendering capabilities. One such addition is GPU tessellation.

Read full story at FireUser.

We have been able to gather some more information in the last few days though about the power consumption and performance these parts will offer and how appealing they may or may not before system builders.

Read full story at PCPER.

Have you ever played a few rounds of, say, online backgammon or poker (just for fun, of course), only to find yourself thinking:"No way! The odds of that happening are a astronomical. This software is intentionally cheating!" You might be right.

In this article originally written for Game Developer Magazine, Neversoft co-founder Mick West presents a thought-provoking look at how the believability of video-game AI opponents is achieved by incorporating "artificial stupidity" and "intelligent mistakes" to make games more entertaining for the player.

AMD has released its own plug-in to work with Premiere CS4 for video encoding

Read full story at PCPER.

3D-Tech News Around The Web / Terrain generator Grome 2 released
« on: June 18, 2009, 07:27:58 AM »
Quad Software announced today the release of Grome 2 modeling application. Based on positive feedback from professional users, the authors extended the Grome editor to a more complete outdoor modeling solution by adding support for water surfaces and vegetation. Current natural terrain generators were enhanced with new tools while processing was optimized by providing 64bit support.

Read full story at GameDev.

Fixed Issues–Windows Vista 32-bit
Single-GPU Fixed Issues
•Quadro FX cards:VISI 17–the application crashes when using OpenGL graphics engine and with “Use VBO” turned on.
Multi-GPU Fixed Issues
•[SLI]: Maya 2008–horizontal pixels are missing from drawings in the certification test.  
Fixed Issues–Windows Vista 64-bit
Single-GPU Fixed Issues
• Applications crash in VirtualAlloc in a memory segment which was already reserved.

Download incl. "modded inf" from laptopvideo2go.

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