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41
NVIDIA Kepler Cards Get HDMI 4K@60Hz Support (Kind Of)

An interesting feature has turned up in NVIDIA’s latest drivers: the ability to drive certain displays over HDMI at 4K@60Hz. This is a feat that would typically require HDMI 2.0 – a feature not available in any GPU shipping thus far – so to say it’s unexpected is a bit of an understatement. However as it turns out the situation is not quite cut & dry as it first appears, so there is a notable catch.
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3D-Tech News Around The Web / NVIDIA HairWorks tools public release
« Last post by Stefan on June 21, 2014, 06:08:12 AM »
 NVIDIA HairWorks has been used in several released and upcoming games like Call of Duty: Ghost, The Witcher 3 and Strife – just to name a few. The tools for making fur can now be downloaded from our webpage and we also provide several tutorials, for more information click here.
 
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English forum / Re: MadShaders 0.3.0 - Dolphin scenario
« Last post by JeGX on June 20, 2014, 08:04:06 PM »
Thanks, I will look at a fix for the next release of MadShaders.
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English forum / MadShaders 0.3.0 - Dolphin scenario
« Last post by jakub.moskal on June 20, 2014, 10:29:01 AM »
Hi,
I think there is a little bug in the dolphin_gl2.xml shader.

In the 'doLighting' function there is a line with 'spe/glossy' -> 'col += 0.25*glossy*pow(spe/glossy,8.0)*vec3(1.3,1.0,0.8)*sha*(0.3+0.7*fre)*occ;'.
When dolphin is under water, 'glossy' and 'spe' equals zero. According to specification it can produce an unspecified value.

On Intel OpenGL driver it causes a corruption - part of the dolphin body which is under water has black color.

Easy fix would be clamping the result of this division.

Could you take a closer look at that?

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3D-Tech News Around The Web / Enhanced C++ compute shader particle system
« Last post by Stefan on June 19, 2014, 04:56:18 PM »
Quote
Enhanced C++ compute shader particle system

I’ve just added an OpenGL C++ repository over at bitbucket, and the first C++ demo is an enhanced port of the attraction based compute shader system from my last post.


computeShaderC07 height=168


Compared to the Delphi version, the C++ version uses point sprites (instead of smoothed GL_POINTS), has a random color fade and allows for several user inputs :
Note : This demo requires at least OpenGL 4.3!
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The face of St. Anthony finally revealed, and in 3D

   Cícero Moraes and the Arc-team have finished the reconstruction of St. Anthony’s face and today they are revealing the result!
We were honored to reconstruct the face using only open software, especially Blender, in which most of the project was executed.
We initially transcribed the presentation and the slides shown at the official revelation of the face, held in Padua (Italy), on June 10th, 2014 at 8:45 pm at the Cultural Center Altinate | San Gaetano. Then we did a summary of the media material presented in TVs and websites, in several languages​​.


 Links
Revealed the face of St. Anthony in 3D

   
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3D-Tech News Around The Web / New GeForce GTX 880, GTX 870 Details Leak
« Last post by JeGX on June 18, 2014, 03:08:56 PM »
Quote
So, today’s rumor, about the GeForce GTX 880 and GTX 870 are clearly feeding off of this desire for information and likely enlighten when and what we can expect to see from Nvidia. The first and foremost important detail is that their sources claim that the GeForce GTX 880 and GTX 870 will be launching in the fourth quarter of 2014, most likely in October or November. This would give Nvidia ample time to prepare for the fall/winter game release rush and to have a new and exciting product for the holiday season.

Link: http://www.brightsideofnews.com/2014/06/17/new-geforce-gtx-880-gtx-870-details-leak/
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English forum / Re: (WIP) Particle simulator with GL 4.3 compute shaders
« Last post by JeGX on June 18, 2014, 01:38:30 PM »
1 million particles:

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English forum / (WIP) Particle simulator with GL 4.3 compute shaders
« Last post by JeGX on June 18, 2014, 01:10:42 PM »
Based on the same code than the particle painter, here are some screenshots of a particle simulator. Around 200'000 particles + 8 attractors are processed by a compute shader (OpenGL 4.3).



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