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3D-Tech News Around The Web / NVIDIA GameWorks updates October 2015
« Last post by Stefan on November 01, 2015, 09:17:29 AM »
Download from here

CodeWorks for Android 1R3
Nsight Tegra, Visual Studio Edition 3.2 
Nsight Visual Studio Edition 5.0.0 
Tegra Graphics Debugger 2.1 
Tegra System Profiler 2.4 
3D-Tech News Around The Web / NVIDIA VXGI 0.9.1
« Last post by Stefan on October 31, 2015, 12:09:35 AM »
NVIDIA VXGI is an implementation of a global illumination algorithm known as Voxel Cone Tracing. Global illumination computes all lighting in the scene, including secondary reflections of light of diffuse and specular surfaces. Adding GI to the scene greatly improves the realism of the rendered images. Modern real-time rendering engines simulate indirect illumination using different approaches, which include precomputed light maps (offline GI), local light sources placed by artists, and simple ambient light.

What’s New 
  • Beta release
  • Added support for Direct3D 12 and OpenGL 4.5.
  • In D3D12 mode, VXGI will not use any new hardware features available in NVIDIA Maxwell GPU architecture. These features are used in D3D11 and OpenGL modes, and D3D12 support is expected in one of the future releases.[/l][/l]
  • D3D12 samples failed to initialize with GT 840M
3D-Tech News Around The Web / NVIDIA FCAT rev 1.47
« Last post by Stefan on October 29, 2015, 02:30:08 PM »
NVIDIA silently updated FCAT to rev 1.47

FCAT stands for Frame Capture Analysis Tool

FCAT allows for the analysis of individual frames captured from single- and multi-GPU configurations.
NVIDIA has been developing and using FCAT internally over the last two years to analyze and improve the single GPU and SLI experience that we deliver to our GeForce GTX customers.
3D-Tech News Around The Web / Microsoft DirectX 12 Graphics samples
« Last post by Stefan on October 28, 2015, 05:44:44 PM »
This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications for Windows 10.

API Samples

In the Samples directory, you will find samples that attempt to break off specific features and specific usage scenarios into bite sized chunks. For example, the ExecuteIndirect sample will show you just enough about execute indirect to get started with that feature without diving too deep into multiengine whereas the nBodyGravity sample will delve into multiengine without touching on the execute indirect feature etc. By doing this, we hope to make it easier to get started with DirectX 12.

Visual Studio Templates

In the Templates directory you will find copies of the projects that are available for creation in Visual Studio's "New Project" wizard.
MiniEngine: A DirectX 12 Engine Starter Kit

In addition to the samples, we are announcing the first DirectX 12 preview release of the MiniEngine.

It came from a desire to quickly dive into graphics and performance experiments. We knew we would need some basic building blocks whenever starting a new 3D app, and we had already written these things at countless previous gigs. We got tired of reinventing the wheel, so we established our own core library of helper classes and platform abstractions. We wanted to be able to create a new app by writing just the Init(), Update(), and Render() functions and leveraging as much reusable code as possible. Today our core library has been redesigned for DirectX 12 and aims to serve as an example of efficient API usage. It is obviously not exhaustive of what a game engine needs, but it can serve as the cornerstone of something new. You can also borrow whatever useful code you find.

Some features of MiniEngine

    High-quality anti-aliased text rendering
    Real-time CPU and GPU profiling
    User-controlled variables
    Game controller, mouse, and keyboard input
    A friendly DirectXMath wrapper
    Perspective camera supporting traditional and reversed Z matrices
    Asynchronous DDS texture loading and ZLib decompression
    Large library of shaders
    Easy shader embedding via a compile-to-header system
    Easy render target, depth target, and unordered access view creation
    A thread-safe GPU command context system (WIP)
    Easy-to-use dynamic constant buffers and descriptor tables

3D-Tech News Around The Web / Ray-Tracing Hardware
« Last post by JeGX on October 27, 2015, 06:30:09 PM »
As we can see, ray-tracing and rasterization are not mutually exclusive. Simplified variants of ray-tracing are already used for complex lighting effects in games – implemented completely in shaders using simplified, shader-friendly scene representations. And these effects are where ray-tracing hardware could come in handy to replace or extend these shader-based ray-casting hacks with real ray-tracing. This can still use a simplified scene or even the real, high complex scene.


3D-Tech News Around The Web / Making Art with Math:
« Last post by JeGX on October 27, 2015, 10:42:31 AM »
Cleary inspired by this one only lets you edit a vertex shader. The vertex shaders main input is just a vertexId that counts vertices.

3D-Tech News Around The Web / NVIDIA Geforce driver 358.78 for GameWorks VR
« Last post by Stefan on October 25, 2015, 01:46:41 PM »
 NVIDIA's Windows driver version 358.78 (released 10-23-15) provides beta support for GameWorks VR.

  It is recommended that all VR developers upgrade to this driver!  Fixes (over 356.04): 
  • Updated driver support for GameWorks VR SDK, adding notebook support, VR SLI enhancements, and bug fixes.
  • VR SLI now compatible with NVIDIA Direct Mode (pre-Windows 10 only; Windows 10 support in progress)
  • Improved performance for VR SLI on Quadro GPUs
  • Many bug fixes for VR SLI and Direct Mode
  • Fixed a wait timeout error observed with the sample test app on the first present call
Known installation issue:  If you’re using the Oculus runtime, please reboot after install to ensure it picks up the new driver version.
 Driver Downloads Learn more about GameWorks VR here
3D-Tech News Around The Web / Re: OpenGL Extensions Viewer 4.3.9 for Windows
« Last post by Stefan on October 23, 2015, 05:01:17 PM »
New update 4.4.0 for Windows, addressing the 'Submit Renderer' button.
AMD ACL 1.0 Beta 2: A Slew of Features & Improvements     

In August of this year, AMD released the first version of the AMD Compute Library (ACL), a consolidated package providing the clBLAS, clFFT, clSPARSE, and clRNG libraries under one roof. Encouraged by the response to the Beta 1 release, the team worked hard (and fast!) to release AMD ACL 1.0 Beta 2, which provides a slew of improvements in almost all of the libraries.
3D-Tech News Around The Web / Intel Tutorial: Migrating Your Apps to DirectX 12
« Last post by Stefan on October 23, 2015, 04:55:42 PM »
Tutorial: Migrating Your Apps to DirectX* 12 – Part 1

Tutorial: Migrating Your Apps to DirectX* 12 – Part 2

Tutorial: Migrating Your Apps to DirectX* 12 – Part 3

Tutorial: Migrating Your Apps to DirectX* 12 – Part 4

Tutorial: Migrating Your Apps to DirectX* 12 – Part 5

With the release of Microsoft's* new operating system, Windows 10*, the core graphics technology is upgraded to the latest DirectX* 12. To help programmers who have experience in DirectX* get familiar with DirectX* 12 and start as soon as possible to develop games, Microsoft*, Intel®, and Suzhou Snail company absorbed the developing experience of PC DirectX* 12 in “King of Wushu” by Suzhou Snail and made a cooperative effort to write this white paper. We hope to bring cutting-edge first-hand materials to all developers who are enthusiastic about DirectX* technology. The technical adviser of this white paper is Jianye Lu, a senior graphics expert and project manager of DirectX* 12 from Microsoft*. Technical experts from all three companies collaborated on every chapter.
  • Chapter 1: Overview of DirectX* 12 by Yingguang Mei (Microsoft*)
  • Chapter 2: DirectX 12 Tools by Yingguang Mei (Microsoft*)
  • Chapter 3: Migrating From DirectX 11 to DirectX 12 by Wenwei Lv (Snail)
  • Chapter 4: DirectX 12 Features by Sheng Guo (Intel®) and Wenwei Lv (Snail)
  • Chapter 5: DirectX 12 Optimization By Kai Wang (Intel®) and Wenwei Lv (Snail)
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