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3D-Tech News Around The Web / Fractorium - A Qt-based fractal flame editor
« Last post by Stefan on April 08, 2014, 06:31:14 PM »
A Qt-based fractal flame editor which uses a C++ re-write of the flam3 algorithm named Ember and a GPU capable version named EmberCL which implements a portion of the cuburn algorithm in OpenCL.

Fractorium and its associated command line tools can render fractal flames using the CPU, or OpenCL. In order to use OpenCL, you must have an nVidia card that has the Fermi architecture or later, or a recent AMD card. If you attempt to use an unsupported card, you will receive an error message and the CPU renderer will be used instead.

Note: if you start final render the main window remains blank until final render window is closed.

Linux, Solaris, and FreeBSD driver 337.12 (beta)

Release highlights since 334.21:

    Added support for the following GPUs:
        GeForce 830M
        GeForce 840M
        GeForce 845M
        GeForce GTX 850M
        GeForce GT 705
        GeForce GT 720
        GeForce GTX 860M
        GeForce GTX 870M
        GeForce GTX 880M
3D-Tech News Around The Web / AMD FirePro Driver 13.35.1012 (4/7/2014)
« Last post by Stefan on April 08, 2014, 05:48:18 PM »
This driver adds support for W9100

Same OpenCL driver (1411.4) as in Catalyst 14.3 beta, so no fix for Blender as speculated elsewhere.

Known Issues
[W9100] Connecting 5 displays using 4 DP to mini DP + 1 DVI to DP adaptors will result in BSOD when displays are cloned. Mixed mode SLS, supported in future driver releases, will eliminate issue.
[W9100] Performance optimizations ongoing for SDI GPU to GPU transfers.
[W9100] Open CL performance degradation observed when GECC feature is enabled.
[W9100] Black screen occurs when running full screen OGL application on packed pixel monitor.
[W8000] [MARI 2.6] At 512 resolution, incorrect canvas blur value occurs during glGetTexImage.
[W8000] [3ds Max] Using 3ds Max 2012 to start debug version of 3ds Max 2015 is problematic when stereo swapChain is used on a non-stereo monitor.
[W8000] Siemens depth test error occurs when glBitmap renders certain text.
[W7000] Open GL application freeze in full screen mode using 3xW7000 + 1xW400 and frame lock/gen lock configuration.

Code: [Select]
AMD6704.1 = "AMD FirePro V7900 (FireGL V)"
AMD6707.1 = "AMD FirePro V5900 (FireGL V)"
AMD6749.1 = "AMD FirePro V4900 (FireGL V)"
AMD674A.1 = "AMD FirePro V3900 (ATI FireGL)"
AMD6780.1 = "AMD FirePro W9000 (FireGL V)"
AMD678A.1 = "AMD FirePro W8000 (FireGL V)"
AMD678A.2 = "AMD FirePro S9000 (FireGL V)"
AMD678A.3 = "Radeon Sky 700"
AMD678A.4 = "Radeon Sky 900"
AMD678A.5 = "FirePro S10000 Passive"
AMD678A.6 = "AMD FirePro S10000 (FireGL V)"
AMD67A0.1 = "AMD FirePro W9100 (FireGL V)"
AMD6808.1 = "AMD FirePro S7000 (FireGL V)"
AMD6808.2 = "Radeon Sky 500"
AMD6808.3 = "AMD FirePro W7000 (FireGL V)"
AMD6809.1 = "AMD FirePro R5000 (FireGL V)"
AMD6809.2 = "AMD FirePro W5000 (FireGL V)"
AMD6821.1 = "FirePro S4000X MxM"
AMD6828.1 = "AMD FirePro W600"
AMD6888.1 = "ATI FirePro V8800 (FireGL V)"
AMD6889.1 = "ATI FirePro V7800P (FireGL V)"
AMD6889.2 = "ATI FirePro V7800 (FireGL V)"
AMD688A.1 = "ATI FirePro V9800P (FireGL V)"
AMD688A.2 = "ATI FirePro V9800 (FireGL V)"
AMD688C.1 = "AMD FireStream 9370"
AMD688D.1 = "AMD FireStream 9350"
AMD68A9.1 = "ATI FirePro V5800 (FireGL V)"
AMD68C8.1 = "ATI FirePro V4800 (FireGL V)"
AMD68C9.1 = "ATI FirePro V3800 (FireGL V)"
AMD68F1.1 = "AMD FirePro 2460"
AMD68F2.1 = "AMD FirePro 2270"
AMD9906.1 = "AMD FirePro A300 Series (FireGL V) Graphics Adapter"
3D-Tech News Around The Web / FurryBall renderer 4.7 beta
« Last post by Stefan on April 06, 2014, 01:32:18 PM »
FurryBall 4.7.3192 Beta version is now available for testing.

Release Notes:
Renderer engine - Standalone version:
Added support for HDRI lighting - 2 new faster methods
Added support for High dynamic range image preview option
Added low light intensity shadow rays threshold
Added transparency exit color or environment map (Transparent materials)
Added support for RGBE file format (.hdr)
Changed displacement behavior (computed in object space - scale with object)
Fixed displacement in negative values
Fixed memory leak when raytracing geometry changed
Fixed alpha channel
Fixed hair random orientation
Fixed hair in indirect
Fixed texture sizes pass
Fixed texture analyzator
Fixed bump map color gain
Fixed car paint flakes in raytracing
Fixed reflection pass
Fixed AO pass with multipass multisampling
Fixed shadow pass with supersampling or multipass multisampling
Fixed AO with alphamasked objects
Fixed objects with reverse normals
Fixed enabling/disabling textures in raytracing
Fixed primary lighting pass
Fixed ray traced SSS
Better support for layered materials with SSS
Fixed rendering and cancelling render into file
Fixed refraction index computation
Changed internet connection timeout

Maya Plugin (2010, 2011,2012, 2013, 2014):
Instances loading speedup
Fixed refreshing in Maya 2014
Fixed normals update on smoothed meshes

3DS Max Plugin (2013, 2014):
ActiveShade refresh optimizations
Added support for object with same names
Added bump multiplier into FurryBall material
Fixed material editor preview
Fixed some lights bugs
Fixed FurryBall material specular
Fixed render passes

Not yet Maxwell compatible.
3D-Tech News Around The Web / Re: Indigo Renderer 3.8.1 Beta Release
« Last post by Stefan on April 06, 2014, 01:18:43 PM »
Changelog: 3.8.2
* Null material can now emit light. Has base emission and emission params.
* Decreased max bump strength (fixes some artifacts on some models)
* Fixed crash from OpenGL preview on missing texture.
* Fixed issue with whitespace before boolean values in XML.
* Made Env map sampling take into account texture a, b, c and gamma.
* Allowing HDR textures to take gammas not equal to one.
* Fixed crash when calling --unpack.
* Fixed crash with camera tonemapping in some cases.
* Fixed problem with glossy transparent material.
* Fixed network rendering
* Fixed scrolling behaviour, tab width etc.. for Slave GUI log.
* Updated bundled SkIndigo to v3.6.25.5.
3D-Tech News Around The Web / NVIDIA releases GeForce driver 337.50
« Last post by Stefan on April 05, 2014, 07:03:47 PM »
Topic on front page

      New in GeForce 337.50 Beta drivers

        Performance - Introduces key DirectX optimizations which result in reduced game-loading times and significant performance increases across a wide variety of games. Results will vary depending on your GPU and system configuration. Here are some examples of measured gains versus the previous 335.23 WHQL driver:

    GeForce GTX 700 Series (Single GPU):

            Up to 64% in Total War: Rome II
            Up to 25% in The Elder Scrolls V: Skyrim
            Up to 23% in Sleeping Dogs
            Up to 21% in Star Swarm
            Up to 15% in Batman: Arkham Origins
            Up to 10% in Metro: Last Light
            Up to 8% in Hitman Absolution
            Up to 7% in Sniper Elite V2
            Up to 6% in Tomb Raider
            Up to 6% in F1 2013

    GeForce GTX 700 Series (SLI):

            Up to 71% in Total War: Rome II
            Up to 53% in Sniper Elite V2
            Up to 45% in Aliens vs. Predator
            Up to 31% in Sleeping Dogs
            Up to 20% in CoD: Black Ops 2
            Up to 10% in Hitman Absolution
            Up to 9% in F1 2013
            Up to 7% in Far Cry 3
            Up to 6% in Metro: Last Light
            Up to 6% in Batman: Arkham Origins
3D-Tech News Around The Web / AMD Publishes New OpenGL 4.4 Extensions
« Last post by Stefan on April 04, 2014, 11:25:26 PM »
AMD published two new OpenGL extensions today that the graphics giant has developed.

Both of the new extensions are written against the OpenGL 4.4 specification.

The first extension, GL_AMD_gpu_shader_int64, for supporting 64-bit integers in an easier manner than NVIDIA's NV_gpu_shader5.

The second new AMD OpenGL extension published today is GL_AMD_transform_feedback4. This second extension enhances OpenGL's transform feedback in allowing multiple TF streams to be captured and allows any combination of streams to be rasterized.
3D-Tech News Around The Web / Intel Cloud Rendering Sample
« Last post by Stefan on April 02, 2014, 04:13:23 PM »
This new sample demonstrates high quality cloud rendering technique which uses Pixel Shader Ordering, a DirectX extension available on Intel HD graphics hardware. The sample continues the series of samples developing outdoor lighting technology. This release adds clouds to the clear sky model implemented in the previous sample
This article was taken from a blog posting on IDZ by Leigh Davies at Intel Corp, highlighting work and results completed by Leigh and his colleague Filip Strugar in the new AA technique being referred to as Conservative Morphological Anti-Aliasing. Below is the content of the blog along with the available code project download for your examination
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