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3D-Tech News Around The Web / Shiny Pixels and Beyond: Real-Time Raytracing at SEED
« Last post by JeGX on March 27, 2018, 11:04:31 AM »
In this talk, we present results from the real-time raytracing research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We explain in detail several techniques from Project PICA PICA, a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The approaches presented here are intended to inspire developers and provide a glimpse of a future where real-time raytracing powers the creative experiences of tomorrow.

3D-Tech News Around The Web / Re: AMD V-EZ 1.0 beta
« Last post by JeGX on March 27, 2018, 10:59:07 AM »
3D-Tech News Around The Web / AMD V-EZ 1.0 beta
« Last post by Stefan on March 27, 2018, 07:40:51 AM »
V-EZ is a light-weight middleware layer for the Vulkan API targeting ISVs in the Professional Workstation Graphics space. The required low-level knowledge of GPU hardware and behavior in Vulkan is much greater than previous graphics APIs.  V-EZ attempts to bridge that gap by augmenting the Vulkan API to lower the barrier to entry and allowing for traditional usage and semantics that Professional CAD ISV developers are used to.
V-EZ is not aimed at game developers.
GeeXLab - english forum / Goo (shadertoy to geexlab)
« Last post by JeGX on March 26, 2018, 09:21:11 PM »
Goo is a nice Shadertoy demo that shows a kind of slime. I couldn’t resist to convert this multipass demo to GeeXLab and to add some widgets to tweak the different colors: albedo, ambient and sky colors.


3D-Tech News Around The Web / AMD Radeon™ Software Adrenalin Edition 18.3.4
« Last post by Stefan on March 26, 2018, 07:26:48 PM »
 Radeon Software Adrenalin Edition 18.3.4 Highlights

 Support For
    • Far Cry®5
Fixed Issues
    • Some blockchain workloads may experience lower performance than expected when compared to previous Radeon Software releases.
    • Final Fantasy®XV may experience bright lighting effects on some trees in specific map locations.
    • Final Fantasy®XV may experience an application hang or crash after advancing in game to chapter 2.
The support of the SQLite3 has been added in GeeXLab 0.22+. The SQLite3 database engine is embedded in the plugin_gxc_sqlite3_{x32|x64}.{dll|so|dylib} plugin. The SQLite3 scripting API is available using the gh_sqlite3 library (Lua and Python). At the time of writing, the SQLite3 plugin is only available for GeeXLab win64 (plugin_gxc_sqlite3_x64.dll). The plugin will be available for all platforms later.

Let’s see how to use these new functions in Lua to create a very simple database. This database is stored in a file (database01.db) and has a single table (users) with two columns (name and age). We will use SQL queries to send commands to the database engine.

Complete article:

GeeXLab - english forum / GeeXLab Useful Links
« Last post by JeGX on March 26, 2018, 03:37:45 PM »
GeeXLab - english forum / Re: simple Lua framework over GeeXLab Lua API
« Last post by Alex on March 26, 2018, 03:35:04 PM »
Hi JeGX,

Awesome news.

Thank you very much.
GeeXLab - english forum / ImGui menus demo
« Last post by JeGX on March 26, 2018, 02:38:12 PM »
A new GeeXLab demo is available (demo_menus.xml) . This demo shows how to use the new functions of gh_imgui library to draw menus.

You need GeeXLab 0.22+ to run the demo. You can find it on the download page.

Read the blog post for full details.

GeeXLab - english forum / Simple Lua framework over GeeXLab Lua API released
« Last post by JeGX on March 26, 2018, 02:23:03 PM »
Here is a first version of the simple Lua framework: Download

GeeXLab can be downloaded from this page

The simple Lua framework demo renders the following scene:

The framework is rather minimal and does only simple things. But it can be used as a base for a more advanced framework.

The principle of this framework is the following: you create objects in the INIT scripts and you render the scene in the FRAME script by calling hlf_render_frame(). It's a kind of retained mode. All 3d code (binding textures + gpu programs and objects rendering) is hidden in hlf_render_frame().

INIT script:
Code: [Select]
local demo_dir = gh_utils.get_demo_dir()
dofile(demo_dir .. "hlf.lua")


local phong_prog = hlf_get_gpu_program_phong()
local phong_tex_prog = hlf_get_gpu_program_phong_texture()

torus = hlf_add_mesh_torus(10, 2, 20)
hlf_item_set_gpu_program(torus, phong_prog)
hlf_item_set_auto_spin(torus, 1, 11.0, 13.0, 17.0)

torus2 = hlf_add_mesh_torus(15, 2, 20)
hlf_item_set_gpu_program(torus2, phong_tex_prog)
hlf_item_set_auto_spin(torus2, 1, -11.0, -13.0, -17.0)

local t = hlf_load_texture(demo_dir .. "data/10857.jpg", "rgba_u8")
local texture_unit = hlf_item_add_texture(torus2, t)
hlf_item_set_uv_tiling(torus2, 8.0, 2.0, texture_unit)

hlf_stext_rgba(20, 20, 1.0, 1.0, 0.0, 1.0, "Simple Lua Framework")

frames = 0 -- frame counter

FRAME script:
Code: [Select]
hlf_set_background_color(0.2, 0.2, 0.2, 1.0)

hlf_dtext(20, 40, "- frames: " .. frames)
frames = frames + 1


SIZE script:
Code: [Select]

Code: [Select]

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