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21
3D-Tech News Around The Web / Intel - Offloading Graphics Processing from CPU to GPU
« Last post by Stefan on November 29, 2016, 08:14:49 PM »
Quote
Do you realize how much performance you are losing out on by not coding for the graphics processing unit (GPU)? Also referred to as “the other side of the chip,” the GPU portion available in many modern-day Intel® processors could be the star of the show for video encoding, image rendering, Fast Fourier Transforms (FFTs), and more. While it has become second-nature for software developers to use parallelization techniques such as vectorized libraries, SIMD intrinsics, and so on, many developers do not realize that the GPU is available as a very capable accelerator. In fact there’s a whole topic of “Heterogeneous Programming” that refers to the process of re-architecting software to efficiently use multiple compute engines with different strengths.

Read more...

I think we talked about that before, but the article is from November 4th, so it's technically news  :P
22
3D-Tech News Around The Web / AMD Radeon Software Crimson Edition 16.11.5
« Last post by Stefan on November 29, 2016, 12:26:20 AM »
Radeon Software Crimson Edition 16.11.5 Highlights
Support For:
    • Watch Dogs®2
New AMD CrossFire profile added for DirectX® 11:
    • Dishonored™2
Fixed Issues
    • The Division™ game world may flicker during game play when using AMD CrossFire technology.
    • Battlefield™1 flickering may be experienced while using AMD CrossFire technology mode.
23
English forum / Rendering real time 3D on RGB LED Matrix Panel with GeeXLab - Part 3
« Last post by JeGX on November 28, 2016, 06:37:58 PM »
Third article: Drawing Simple Graphics on a RGB LED Matrix Panel with a Raspberry Pi and GeeXLab

Quote
n previous articles (HERE and HERE), we have talked about the RGB LED matrix panel as well as the RGB Matrix HAT which is the hardware interface between the LED panel and the Raspberry Pi. Today we will cover how to draw simple graphics on the LED panel.

Link: http://www.geeks3d.com/20161128/drawing-simple-graphics-on-a-rgb-led-matrix-panel-with-a-raspberry-pi-and-geexlab/

24
3D-Tech News Around The Web / NVIDIA GeForce driver 376.09
« Last post by Stefan on November 28, 2016, 05:05:58 PM »
Today NVIDIA released GeForce Game Ready 376.09 WHQL drivers optimized for Watch Dogs 2.  For more info visit:
 
 http://www.geforce.com/whats-new/articles/watch-dogs-2-dead-rising-4-steep-game-ready-driver

 Official 376.09 Game Ready WHQL Display Driver Feedback Thread (Released 11/28/16)

This driver adds support for Vulkan Device-Generated Commands

25
English forum / Re: GeeXLab SDK ?
« Last post by Alex on November 27, 2016, 02:26:03 PM »
Hi JeGX,

Thanks for the encouraging answer.

Previous GeeXLab workflow was just perfect.

Quote
Maybe a simple Lua framework over GeeXLab Lua API can help you

Yes this would be awesome ! Now i feel like i need to know every detail in the industry to get me started. How can i get to the point where all works by default and i just change specifics of my visualization ? For example being able to not worry about render-loop code from the start, all added objects are visible and rendered in proper sequence, planes with alpha textures can be translucent, etc...

Before all i needed to do is specify plane with texture in XML or create in Lua and run it with GeeXLab player.

Thanks,
Alex
26
3D-Tech News Around The Web / OpenGL Extensions Viewer 4.5.2 for Windows
« Last post by Stefan on November 27, 2016, 01:21:09 PM »
Updated version for Windows, address the problem with some very long monitor names and update database.
27
3D-Tech News Around The Web / NVIDIA Pascal open GPU docs
« Last post by Stefan on November 27, 2016, 01:06:55 PM »
Very low-level stuff beyond my knowledge.
Maybe useful for the programming of GPU tools?

File:BIT_DISPLAY_PTRS-U-BIT_DP_PTRS-d.pdf
671 KB     22.11.2016     18:02:00
File:gp100-fbpa.txt
5 KB     22.11.2016     18:02:00
File:gp100-mmu-format.pdf
391 KB     22.11.2016     18:02:00
File:gp100-msi-intr.txt
3 KB     22.11.2016     18:02:00
28
3D-Tech News Around The Web / Vulkan API specifications 1.0.35 released
« Last post by Stefan on November 27, 2016, 12:59:57 PM »
Quote
Change log for November 25, 2016 Vulkan 1.0.35 spec update:

  * Bump API patch number and header version number to 35 for this update.

Github Issues:

  * Document in the <<memory-device-hostaccess,Host Access>> section that
    mapping and unmapping does not invalidate or flush the mapped memory
    (public issues 27, 126).
  * Redefine the entire <<synchronization>> chapter in terms of consistent
    and well defined terminology, that's called out at the start of the
    chapter. This terminology is applied equally to all synchronization
    types, including subpass dependencies, submissions, and much of the
    implicit ordering stuff dotted around the spec. Key terms are laid out
    in the <<synchronization-dependencies,Execution and Memory
    Dependencies>> section at the top of the rewritten chapter (public
    issues 128, 131, 132, 217, 299, 300, 302, 306, 322, 346, 347, 371, 407).
  * Specify order of submission for batches in the
    <<vkQueueSubmit,vkQueueSubmit>> and
    <<vkQueueBindSparse,vkQueueBindSparse>> commands (public issue 371).
  * Add valid usage statements to each of the WSI extension sections
    indicating that the WSI-specific structure parameters must be valid, and
    remove automatically generated valid usage statements now covered by the
    manual sections (public issue 383).
  * Clarify render pass compatibility for flink:vkCmdExecuteCommands (public
    issue 390).

Internal Issues:

  * Update +vk.xml+ to make previously explicit valid usage statements for
    <<vkDebugReportMessageEXT,vkDebugReportMessageEXT>> implicit instead
    (internal issue 553).
  * Add valid usage statement for slink:VkCreateImageInfo preventing
    creation of 1D sparse images (internal issue 573).
  * Fix Python scripts to always read/write files in utf-8 encoding, and a
    logic error in reflib.py which could cause a fatal error for
    malstructured asciidoc (internal issues 578, 586).

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/789549ff080dd8aece944b7c5261eb42f97b55c7
29
English forum / Re: GeeXLab SDK ?
« Last post by JeGX on November 27, 2016, 10:25:50 AM »
I just now realized how this version of GeeXLab is different from last one i used :o Too low-level for me, seams like i can't create simple scene no more. Sad day for me.

Here is a simple rendering code in a FRAME script:

Code: [Select]
gh_camera.bind(perspective_camera)
gh_gpu_program.bind(phong_prog)
gh_object.set_position(torus, x, y, z)
gh_object.set_euler_angles(torus, pitch, yaw, roll)
gh_object.render(torus)

This code is simple and at the same time offers a better control on the rendering than in previous GeeXLab. What is a simple scene for you? Maybe a simple Lua framework over GeeXLab Lua API can help you... Let me know what do you need.
30
English forum / Re: GeeXLab SDK ?
« Last post by JeGX on November 27, 2016, 10:07:03 AM »

Can I buy professional version of GeeXLab ?


Currently not yet, I'm working on it. The PRO version of GeeXLab is already there, but I don't have yet defined the price / licensing model (I love flat licensing)...



Long ago there was SDK version allowing one to create and package windows application. I very much liked that feature.


There is also a SDK which allows to embed GeeXLab engine in your Windows / Linux application.  This SDK is really simple to use. But same problem than with GeeXLab PRO: price / licensing...
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