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English forum / GL-Z 0.1.0 released
« Last post by JeGX on November 21, 2014, 04:02:31 PM »
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EIZO Corporation (TSE: 6737) today announced the new FlexScan EV2730Q, a 26.5-inch square monitor with a 1920 × 1920 resolution (1:1 aspect ratio). The monitor is the newest addition to EIZO’s FlexScan EcoView Series which combines both ergonomic and environmental features for an economical result.

FlexScan EV2730QThe FlexScan EV2730Q is wide all around – the unique 1920 × 1920 resolution provides users with 78% more pixels compared with a standard widescreen 1920 × 1080 monitor. The extended vertical space is convenient for displaying large amounts of information in long windows, reducing the need for excess scrolling and providing a more efficient view of data. This makes the monitor ideal for displaying information such as CAD or program development data with a more complete overall view on screen.

The non-glare IPS panel has wide viewing angles, making the monitor comfortable to view in any workstation and from any angle. The ergonomically designed stand with height adjustment, tilt, and swivel provides positioning flexibility and user comfort.

To lower eyestrain, the monitor utilizes an EIZO-developed solution that regulates brightness to make flicker unperceivable. In addition, the wide dimming range allows the monitor to be adjusted to just 1% of maximum brightness for higher comfort in dimly-lit work environments.

Five preset modes are included – sRGB, Movie, Paper, and two modes with user-adjustable settings. Paper mode reduces the amount of blue light to help prevent eye fatigue.

The monitor includes EIZO’s own EcoView technologies such as EcoView Optimizer 2, which saves power by reducing the backlight brightness and increasing the gain when displaying mostly dark content. In addition, Auto EcoView automatically adjusts the screen’s brightness in accordance with changes in ambient lighting to trim power usage while reducing eye fatigue.

A presence sensor called EcoView Sense 2 detects when the user leaves the desk and automatically switches to power save mode. When the user returns, EcoView Sense 2 powers the monitor on again. It detects both the user’s movements and body heat for increased accuracy.



Links:
- Press release: http://www.eizoglobal.com/press/releases/htmls/ev2730q.html
- Home page: http://www.eizoglobal.com/products/flexscan/ev2730q/index.html

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3D-Tech News Around The Web / C++11/14/17 Features In VS 2015 Preview
« Last post by JeGX on November 20, 2014, 01:54:01 PM »
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Visual Studio 2015 Preview is now available, so here's an updated feature table for the Core Language:

Link: http://blogs.msdn.com/b/vcblog/archive/2014/11/17/c-11-14-17-features-in-vs-2015-preview.aspx
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So, you just got access to the latest supercomputer with thousands of GPUs. Obviously this is going to help you a lot with accelerating your scientific calculations, but how are you going to analyze, reduce and visualize this data?  Historically, you would be forced to write everything out to disk, just to later read it back into another data analysis cluster.

Wouldn’t it be nice if you could analyze and visualize your data as it is being generated, without having to go through a file system? And wouldn’t it be cool to interact with the simulation, maybe even modifying parameters while the simulation is running?

And wouldn’t it be nice to use your GPU for that as well? As it turns out, you can actually do this. It’s called in-situ visualization, meaning visualization of datasets in-place where they are computed. High-quality, high performance rendering and visualization is just one of the capabilities of the Tesla Accelerated Computing Platform.

...

Cosmological simulations like those undertaken by a group led by Professor Simon Portegies-Zwart  at the Leiden Observatory in the Netherlands provide a good example of present-day in-situ visualization. To understand how the Milky Way galaxy formed, and how dark matter influenced the process, they run very large-scale GPU-accelerated gravitational simulations with the Bonsai2 code. Their simulations are so powerful and efficient, that their code is one of the nominees for this year’s Gordon Bell awards.

Link: http://devblogs.nvidia.com/parallelforall/interactive-supercomputing-in-situ-visualization-tesla-gpus/
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3D-Tech News Around The Web / NVIDIA MFAA tested on GTX 980
« Last post by JeGX on November 19, 2014, 10:34:03 AM »
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First up is a new antialiasing method called MFAA, or Multi-Frame Sampled AA. This new method alternates the AA sample pattern, which is now programmable via software, in both temporal and spatial directions.

The goal is to change the AA sample pattern in a way to produce near 4xMSAA quality at the effective cost of 2x MSAA (in terms of performance).

...

NVIDIA's new Multi-Frame Sampled Anti-Aliasing is finally coming out, two full months behind the release and reveal of the GTX 980 and the MFAA technology in general. Despite that delay, the current shipping driver only supports MFAA on twenty PC games and uses a silent white list method that requires a lot of research on the part of the gamer to determine compatibility. Clearly this isn't what NVIDIA expected or desired, but that is where we are on the launch of the AA method with the baddest name around.

Still, even though we could fairly call this MFAA release small by expectations placed on the tech by NVIDIA, it does appear to work as desired in those games that are supported. In my time with it, the image quality it provided was better than 2x MSAA and nearly to that of 4x MSAA with performance closer to 2x MSAA than 4x MSAA. That alone would give MFAA a spot in our list of favorite features for Maxwell if it just supported more games!

Time will tell if MFAA is a feature that NVIDIA continues to work on and improve or if it will be one of the many graphics technologies from the last 15 years to find its way to the list of also-rans. Even looking at the list of ATI/AMD/NVIDIA specific AA methods alone will leave you dizzy with acronym-confusion. Not having SLI support for MFAA also seems like a really glaring omission considering these are the same types of users that are willing to enable off-shoot options in the control panel like this.

For now though, a very limited subset of NVIDIA's gamers (GTX 980/970) will be able to enjoy the benefits of MFAA on a very limited subset of modern PC games. It has potential, but needs a lot of work and attention from the driver team to keep the plates spinning.

Link: http://www.pcper.com/reviews/Graphics-Cards/NVIDIA-Multi-Frame-Sampled-Anti-Aliasing-MFAA-Tested-GTX-980/
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3D-Tech News Around The Web / ASUS ESC8000 G3 server with 8 AMD FirePro 9150 S-Series GPUs
« Last post by JeGX on November 19, 2014, 10:31:04 AM »
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After the long hard working in HPC field, ASUS now presents the GPU server ESC8000 G3 supporting up to eight double deck GPU cards as well as optimized thermal design for both CPUs and GPUs. ESC8000 G3 is the latest supercomputer based on Intel® Xeon® processor E5-2600 v3 product family, featuring front parallel redundant fan placement and dedicated air-tunnel for individual GPUs, six hot-swappable 2.5” SATA HDD/SSD bays, 2+1 80 PLUS Platinum 1600W CRPS , 8 PCI-E Gen3 x16 and 2 PCI-E Gen3 x8 expansion slots. ESC8000 G3 is targeted to hit 20Tera floating points with the latest generation GPU cards and achieve an outstanding performance result in Top500 and Green500.

Links:

- http://www.asus.com/Commercial_Servers_Workstations/ESC8000_G3/

- http://fireuser.com/images/downloads/AMD-FirePro-and-Asus-ESC8000-G3-datasheet.pdf

- http://fireuser.com/blog/asus_esc8000_g3_server_can_hold_up_to_8_amd_firepro_9150_s-series_gpus/
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General Discussion / Re: Stefan is missed!?
« Last post by nuninho1980 on November 18, 2014, 01:07:58 PM »
Thank you. :)
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3D-Tech News Around The Web / C++ code to HTML canvas with emscripten
« Last post by JeGX on November 18, 2014, 10:40:28 AM »
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This test makes C++ code draw into an HTML canvas element.

The C++ code renders to an uint8 buffer directly (without OpenGL or anything like that). That C++ code is converted to asm.js, then executed from JS making it modify the contents of an HTML canvas element.

Performance is quite low compared to GPU rendering, but still quite usable if target resolution is not very big. For "retro"-style, pixel-art stuff it should work quite well.

Links:
- https://github.com/jonvaldes/canvascripten
- http://hombrealto.com/canvascripten/
- http://youtu.be/eZBmnx-xqKo
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3D-Tech News Around The Web / (WebGL) SPH Fluid Simulator
« Last post by JeGX on November 18, 2014, 10:28:31 AM »
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A WebGL realtime simulation of fluids using SPH particles animations and marching cubes to create the geometry.

Links:
- http://www.chromeexperiments.com/detail/sph-and-marching-cubes-fluid-simulator/
- http://dev.miaumiau.cat/sph/
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3D-Tech News Around The Web / UVAtlas - isochart texture atlasing
« Last post by JeGX on November 18, 2014, 10:24:47 AM »
UVAtlas is a shared source library for creating and packing an isochart texture atlas:

- https://uvatlas.codeplex.com/

- UVAtlas: Return of the Isochart @ MSDN blogs
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