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3D-Tech News Around The Web / Re: Geeks3D 3D Tech News Board
« Last post by Aude3D on August 22, 2014, 10:24:17 AM »
Free automatic 3D reconstruction software from photos 

Acute3D has just launched a new edition of its Smart3DCapture range of software.

 With Smart3DCapture Free edition, everyone can easily turn simple photographs into 3D models that can be published on the internet or printed in 3D.

 You can download this free edition on http://community.acute3D.com

 This technology is the one used by Autodesk with 123D Catch.
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3D-Tech News Around The Web / 10 Ways CUDA 6.5 Improves Performance and Productivity
« Last post by Stefan on August 20, 2014, 04:52:52 PM »
Today we’re excited to announce the release of the CUDA Toolkit version 6.5.

CUDA 6.5 adds a number of features and improvements to the CUDA platform, including support for CUDA Fortran in developer tools, user-defined callback functions in cuFFT, new occupancy calculator APIs, and more.
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Forum en français / Articles sur le billboarding (particules) en GLSL
« Last post by JeGX on August 15, 2014, 04:42:35 PM »
Voici quelques articles sur la façon de faire du billboarding dans le vertex shader et dans le geometry shader en GLSL.

- Billboarding dans le Vertex Shader:
  http://www.geeks3d.com/3dfr/20140807/billboarding-dans-le-vertex-shader-glsl/

- Rendu de Particules et Billboarding avec le Geometry Shader :
  http://www.geeks3d.com/3dfr/20140814/rendu-de-particules-billboarding-geometry-shader-glsl-opengl-tutorial/


Les demos GLSL Hacker qui accompagnent ces articles se trouvent dans le demopack:

- host_api/GLSL_Billboarding/

- host_api/GLSL_Billboarding_Geometry_Shader/



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English forum / Billboarding in GLSL
« Last post by JeGX on August 15, 2014, 04:39:32 PM »
Here are some articles about how to do billboarding in the vertex shader and in the geometry shader in GLSL.

- Simple Billboarding Vertex Shader:
  http://www.geeks3d.com/20140807/billboarding-vertex-shader-glsl/

- Particle Billboarding with the Geometry Shader:
  http://www.geeks3d.com/20140815/particle-billboarding-with-the-geometry-shader-glsl/


GLSL Hacker demos that illustrate these articles can be found in the code sample pack

- host_api/GLSL_Billboarding/

- host_api/GLSL_Billboarding_Geometry_Shader/




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3D-Tech News Around The Web / AMD hopes to put a little Mantle in OpenGL Next
« Last post by JeGX on August 15, 2014, 04:32:09 PM »
Quote
Announced earlier this week, the next-gen version of OpenGL is a complete, from-the-ground-up rewrite aimed at slashing overhead and giving developers more control over the hardware. In that sense, the upcoming API, which Huddy calls "OpenGL Next," will follow in the footsteps of Mantle and DirectX 12.

Huddy told us AMD has done a "great deal of work" with the Khronos Group, the stewards of the OpenGL spec, on OpenGL Next. AMD has given the organization unfettered access to Mantle and told them, in so many words, "This is how we do it. If you want to take the same approach, go ahead." Khronos is free to take as many pages as it wants out of the Mantle playbook, and AMD will impose no restrictions, nor will it charge any licensing fees.

Link: http://techreport.com/news/26922/amd-hopes-to-put-a-little-mantle-in-opengl-next
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3D-Tech News Around The Web / SIGGRAPH 2014: DirectX 12 on Intel
« Last post by JeGX on August 15, 2014, 04:27:12 PM »
Quote
This week at SIGGRAPH 2014 Intel is showing a technology demo using Microsoft's upcoming DirectX 12 API that highlights the strong relationship between performance and power.

In the demo we render a scene of 50,000 fully dynamic and unique asteroids in one of two modes: maximum performance and maximum power saving. The application can switch between using the DirectX 11 and DirectX 12 APIs at the tap of a button. We are showing the demo in our SIGGRAPH booth running live on a Microsoft Surface Pro 3 tablet with an Intel® 4th Generation Core™ processor.

All of the results here were captured when the tablet was running in a steady, thermally-constrained state. This represents the experience of playing a demanding game for more than 10-15 minutes.

Links:
- https://software.intel.com/en-us/blogs/2014/08/11/siggraph-2014-directx-12-on-intel

- http://blogs.msdn.com/b/directx/archive/2014/08/13/directx-12-high-performance-and-high-power-savings.aspx
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Quote
Image blur filters are commonly used in computer graphics – whether it is an integral part of a Depth of Field or HDR Bloom, or another post process effect, blur filters are present in most 3D game engines and often in multiple places. Blurring an image is a fairly trivial thing to do: just collect neighboring pixels, average them and you get your new value, right?

Well, yes, but there are different ways of doing it with different visual results, quality and performance.

In this article I’ll focus primarily on performance (and quality trade-offs), as the difference in cost between a naïve and a more optimal solution can sometimes be an order of magnitude, but also different algorithms can be more optimal on different hardware.

Link: https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
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GpuTest / Re: Failed to complete a test - What does it mean?
« Last post by Jonas MN on August 12, 2014, 06:02:44 PM »
So that means that there is something wrong with my graphics card since it can not run PixMark Julia FP32 or lower?

I am experiencing flashing screen when I work with my computer now and then, but it does not seem to be connected to any specific program or kind of screen output, that is why I try to figure out where the problem lies.
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GpuTest / Re: Failed to complete a test - What does it mean?
« Last post by nuninho1980 on August 12, 2014, 05:37:14 PM »
G8x (your videocard as 8600M GT) has up to OpenGL 2.x/3.x support but OpenGL 4.x requires Fermi (GF 400- or 500-series) or newer card. lool
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