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 21 
 on: May 12, 2013, 06:43:45 AM 
Started by Stefan - Last post by Stefan
Quote
Lifelike Human Face Rendering
Meet "Digital Ira". Ira represents a big leap forward in capturing and rendering human facial expression in real time, and gives us a glimpse of the realism we can look forward to in our favorite game characters.

This demonstration highlights the state of the art in performance capture. All Ira''s motions were acted out in a "light stage" at the Institute for Creative Technology at USC. The team there headed by Dr. Paul Debevec is able to photographically capture facial geometry, surface detail, and lighting information of an actor without any of the traditional tricks of face markers or special makeup.

This light stage data is pulled into NVIDIA''s demo engine, and using FaceWorks rendering technology we witness a realism of human facial rendering never before seen in real time. FaceWorks shading gives Ira lifelike skin, eyes, lips and teeth. Adaptive tessellation keeps the curves of his face perfectly smooth.

Play with this interactive demo to see Ira immersed in three different lighting environments. Adjust his skin rendering to see the effect of sub surface light transmission through his skin. And, see the realism of his facial motion as he stares you down with a myriad of lifelike expresssions.



This demo works with Fermi (GTX 465), but doesn't (yet) run on AMD GPUs.


 22 
 on: May 11, 2013, 09:54:24 AM 
Started by JeGX - Last post by JeGX
Quote
Today's CPUs are capable of supporting realtime audio for many popular applications, but some compute-intensive audio applications require hardware acceleration. This article looks at some realtime sound-synthesis applications and shares the authors' experiences implementing them on GPUs (graphics processing units).

http://queue.acm.org/detail.cfm?id=2484010

 23 
 on: May 11, 2013, 06:37:30 AM 
Started by Stefan - Last post by Stefan
Quote
The final release of Nsight™ Visual Studio Edition 3.0 is available for download under Nsight™ Visual Studio Edition Registered Developer Program.
This new release officially supports OpenGL frame debugging and profiling, GLSL GPU shader debugging, local single GPU shader debugging, the new Kepler™ GK110 architecture found in Tesla® K20 & GeForce GTX TITAN, and CUDA® 5.0.

 24 
 on: May 10, 2013, 10:30:25 PM 
Started by JeGX - Last post by JeGX
GpuTest 0.4.1 is a bugfix release for Windows only. More info and download:

http://www.geeks3d.com/20130510/gputest-0-4-1-for-windows-with-bugfix-for-intel-hd-graphics-gpus/

 25 
 on: May 10, 2013, 02:51:15 PM 
Started by Stefan - Last post by Stefan
Quote
This App test the General Purpose Computation on your GPU of your device. You can upload your results and see the comparison of several devices.

I will use the results for my final paper.

Thank you for your help.

Permissions:
- Internet, Network and Wifi state are used for uploading results and ads (ads can be disabled in settings)
- Camera is used for testing camera performance (see screenshots)
- prevent from sleeping is used when benchmark is running


 26 
 on: May 10, 2013, 01:43:39 PM 
Started by Stefan - Last post by Stefan
[PDF] AMD64 Technology AMD64 Architecture Programmer’s Manual Volume 5: 64-Bit Media and x87 Floating-Point Instructions

[PDF] AMD64 Technology AMD64 Architecture Programmer’s Manual Volume 4: 128-Bit and 256-Bit Media Instructions

[PDF] AMD64 Technology AMD64 Architecture Programmer’s Manual Volume 3: General-Purpose and System Instructions

[PDF] AMD64 Technology AMD64 Architecture Programmer’s Manual Volume 2: System Programming

[PDF] AMD64 Technology AMD64 Architecture Programmer’s Manual Volume 1: Application Programming

 27 
 on: May 09, 2013, 04:27:45 PM 
Started by JeGX - Last post by JeGX
Quote
In the last post I gave an overview of my journey through realtime raytracing and how I ended up with a performant technique that worked in a production setting (well, a demo) and was efficient and useful. Now I’m going go into some more technical details about the approaches I tried and ended up using.

Full story: http://directtovideo.wordpress.com/2013/05/08/real-time-ray-tracing-part-2/

 28 
 on: May 09, 2013, 09:35:29 AM 
Started by JeGX - Last post by JeGX
Starting May 6th and running for six weeks, Intel wants to inspire developers to forge new ground by integrating voice control, gesture control, facial recognition, and augmented reality with apps and games on PCs in the second phase of its Perceptual Computing Challenge. With a grand-prize of $100,000 USD and  thousands of dollars in prizing available in 4 different categories, Intel is looking for the most unique, innovative, and bar-raising uses of Perceptual Computing possible.
 
Developers have six weeks to submit ideas for games, productivity tools, user interfaces, or generally innovative uses of perceptual computing. If their idea is outstanding it will be selected by the panel of judges to progress into round two, where they’ll receive an interactive gesture camera in order to turn their idea into reality.

- Competition home page and prize list
- Showcase of winners from phase one[/url

 29 
 on: May 07, 2013, 04:27:35 PM 
Started by Stefan - Last post by Stefan
Quote
OpenGL-ES Info lets you view relevant information about your device's OpenGL-ES implementation. The data includes:

- all available display configurations
- available EGL extensions
- vendor, version & renderer strings
- all supported extensions, both for GL-ES 1.x as well as 2.x

Using the sharing option, the results can be sent by email, stored on your Dropbox account, or shared via any app that accepts plain text input.

What's New in this version:
Check for ES3 support in configurations list.

Obviously no GLES3 in Nexus 4, i doubt that it will be added in upcoming Jelly Bean 4.3 update.
So lets wait for "Key Lime Pie" (Android OS 5)


 30 
 on: May 06, 2013, 11:26:32 AM 
Started by JeGX - Last post by JeGX
libigl is a simple c++ geometry processing library that has a wide functionality including construction of sparse discrete differential geometry operators and finite-elements matrices such as the contangent Laplacian and diagonalized mass matrix, simple facet and edge-based topology data structures, mesh-viewing utilities for opengl and glsl, and many core functions for matrix manipulation which make Eigen feel a lot more like MATLAB.

More information an download: libigl @ ethz.ch

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