Stefan, could you try to start GLSL Hacker without the TCP/IP server (used for remote live coding)?
OK, that works
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
18004B230 ; DWORD __stdcall StartAddress(LPVOID)
18004B230 StartAddress proc near ; DATA XREF: gxl3d::TcpServer::run(ushort)+1F7
18004B230 ; .pdata:00000001800F0F20 ...
18004B256 mov r8, [rcx+50h] ; exception offset
RUNTIME_FUNCTION <rva ?accept_connection@SocketCore@gxl3d@@UEAAPEAVSocket@2@PEAV32@@Z,\ ; gxl3d::SocketCore::accept_connection(gxl3d::Socket *)
.pdata:00000001800F0F20 rva StartAddress, rva stru_1800BD55C>
OpenSubdiv GPU Tessellation WIP
Just a quick update on what’s happening in the opensubdiv-modifier branch in the Blender Git repository. This is an initial integration of GPU tessellation in Blender, it’s totally not final and still loads of work to be done to make this project master-ready. But there are some really cool results
The 1.01 release of the samples is a bugfix release. The modifications and additions are mainly limited to non-breaking changes in the application framework. See the release notes for details of these changes.
The Mandelbrot Set
Works on all modern browsers, including on mobile devices (multi-touch is supported).
OpenGL Extensions Viewer for iOS displays the vendor name, the version, the renderer name and the extensions for OpenGL ES 1.1, 2.0 and 3.0
What's New in Version 2.0.0
- Improved navigation in the extensions list
- New: Mini-database viewer. Thanks for all your submission, you can now see all the iOS and Android renderer from the application.
AMD Unveils Ambidextrous Computing Roadmap
Announces 64-bit ARM Core Architecture License and Future "K12" ARM-based Core; Pin-Compatible x86 and ARM Processors; Demonstrates AMD Opteron A-Series 64-bit ARM Server CPU Codename "Seattle"
AMD's ambidextrous computing roadmap includes:
"Project SkyBridge" - This design framework, available starting in 2015, will feature a new family of 20 nanometer APUs and SoCs that are expected to be the world's first pin-compatible ARM and x86 processors. The 64-bit ARM variant of "Project SkyBridge" will be based on the ARM Cortex®-A57 core and is AMD's first Heterogeneous System Architecture ("HSA") platform for Android; the x86 variant will feature next-generation "Puma+" CPU cores. The "Project SkyBridge" family will feature full SoC integration, AMD Graphics Core Next technology, HSA, and AMD Secure Technology via a dedicated Platform Security Processor (PSP).
"K12" - A new high-performance, low-power ARM-based core that takes deep advantage of AMD's ARM architectural license, extensive 64-bit design expertise, and a core development team led by Chief CPU Architect Jim Keller. The first products based on "K12" are planned for introduction in 2016.
* Fixed a bug causing mode validation to fail for 4K resolutions over HDMI
in certain situations.
* Added nvidia-settings command line controls for over- and under-clocking
attributes. Please see the nvidia-settings(1) manual page for
* Fixed several cosmetic issues in the clock control user interface
* Added support for the GLX_EXT_stereo_tree extension. For more
details, see the extension specification:
* Enabled support for using Unified Back Buffer (UBB) and 3D Stereo with
the composite extension on Quadro cards. Using stereo with a composite
manager requires a stereo-aware composite manager. Otherwise, only the
left eye of stereo applications will be displayed. See the
GLX_EXT_stereo_tree extension specification for more details.
The Chase is on!
In a world that is going increasingly mobile, The Chase showcases the sky’s-the-limit potential of the Unity game engine for bringing exceptional visual fidelity and performance to handheld devices.
Google used The Chase at their Nexus7 / OpenGL ES 3.0 reveal keynote, and it was widely shown and admired in the SIGGRAPH 2013 demo reels of many leading exhibitors.
HWMonitor PRO 1.19 has a new add-on for Android users. HWMonitor PRO for Android allows to monitor up to 10 PCs from your Android phone or tablet.using the remote feature of HWMonitor PRO.
Please go to the HWMonitor PRO page for a complete description and download links.
Someone (nickname Cycliste) on the French Blender Clan Forum made a quite interesting test using 6 (yes six) 750 Ti cards and comparing it to the more expensive Titan
Even if you don’t read French you might like to have a look at his rig and the test results.
I test the Cavalier scene in 2.69.11.
With 1 card i get 14:45.41
With 2 cards i get 7:34.43, so i beat a titan with only 2 of them.
The Time of 3:29 with 6x 750ti in 2.69.11 seems slow for me.
Visual Studio 2013 makes it much easier to debug parallel code running on the GPU
Visual Studio 2013 added many important new features for running general-purpose code on the GPU. The most important of these are the support for shared CPU/GPU memory and the improvements in debugging. In this article, the first in a two-part series, I provide a sample application that solves algorithms on the GPUs using Microsoft C++ AMP parallel technology and I demonstrate how to debug the code running on the GPU from inside Visual Studio.
Post Tessellation Geometry Caches
Current 3D rendering architectures support adaptive tessellation of patches, allowing for increased geometric detail. Patches are specified independently, giving the implementation freedom to exploit parallel execution. However, this independence leads to redundant shading computations at patch corners and along edges. In this paper, we present post-tessellation geometry caches, the edge cache and corner cache, that can reduce redundant shading along patch edges and corners, respectively. We demonstrate the two caches in a software-simulated D3D11 rendering pipeline, and show that for current tessellation workloads our approach saves up to 37% of post-tessellation vertex shading using caches with as few as 8 entries.
Adaptive Texture Space Shading for Stochastic Rendering
When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naïve way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely in an object-space texture, and by selecting an appropriate mipmap level for each triangle, we ensure that the shading rate is sufficiently high so that no noticeable blurring is introduced in the rendered image. Furthermore, with a two-pass algorithm, we separate shading from reuse and thus avoid GPU thread synchronization. Our method runs at real-time frame rates and is up to 3 faster than previous methods. This is an important step forward for stochastic rasterization in real time.
New Blend4Web Release Available
We are proud to announce that the second public release of Blend4Web – the 3D web framework - is out!
In SWOOOP, fly your bi-plane around a magical island collecting gems and competing for the highest score.
The game has a low poly art style, uses ambient occlusion for realistic shadowing and particle effects for visual pizzazz.