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3D-Tech News Around The Web / NVIDIA Vulkan developer driver 397.96
« Last post by Stefan on May 25, 2018, 04:49:24 PM »
Windows driver version 397.96 and Linux driver version 396.24.02 provide new features for Vulkan developers to test their upcoming Vulkan applications.
Windows 397.96
  Linux 396.24.02
 Release Updates May 24th, 2018 - Windows 397.96, Linux 396.24.02
 
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3D-Tech News Around The Web / Re: AMD Radeon Software Adrenalin Edition 18.5.1
« Last post by JeGX on May 24, 2018, 10:40:44 PM »
Same OpenGL 4.6 and Vulkan 1.1.70 support than Adrenalin 18.4.1

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3D-Tech News Around The Web / Re: NVIDIA GeForce Game ready driver 397.93
« Last post by JeGX on May 24, 2018, 10:38:03 PM »
Same OpenGL 4.6 (406 extensions) and Vulkan 1.1.70 support than 397.31.

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3D-Tech News Around The Web / AMD Radeon Software Adrenalin Edition 18.5.1
« Last post by Stefan on May 24, 2018, 07:05:24 PM »
Radeon™ Software Adrenalin Edition 18.5.1 Release Notes

  Support For
    • Windows®10 April 2018 Update
    • AMD Ryzen™ Desktop Processors with Radeon™ Vega Graphics
    • Ancestors Legacy™
      • Up to 6% faster performance using Radeon Software Adrenalin Edition 18.5.1 on the Radeon™ RX Vega 56 (8GB) graphics card than with Radeon Software Adrenalin Edition 18.4.1 at 1920x1080 (1080p).1
      • Up to 13% faster performance using Radeon Software Adrenalin Edition 18.5.1 on the Radeon™ RX 580 (8GB) graphics card than with Radeon Software Adrenalin Edition 18.4.1 at 1920x1080 (1080p).2
    • Microsoft® PlayReady®3.0
      • Supported on Radeon RX 400 Series and Radeon RX 500 Series desktop graphics products.
Fixed Issues
  • HBCC options may not properly reset to default when Radeon Settings "Restore Factory Defaults" option is selected.
  • Destiny™2 may experience increasing load time durations when the game is run for extended periods of time.
  • Tearing may be observed in some borderless fullscreen games on Radeon FreeSync enabled displays when Radeon Software performance metrics is enabled.
  • Netflix™ playback through a web browser may experience corruption or hangs when using multi GPU enabled system configurations with Radeon RX 400 series or Radeon RX 500 series graphics products.
  • Radeon ReLive streaming or uploading of videos to Facebook™ may intermittently fail.
  • Brightness or white screen issues may be observed when playing The Crew™ on daytime maps.
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3D-Tech News Around The Web / HWiNFO32 and HWiNFO64 v5.84 released
« Last post by Stefan on May 23, 2018, 05:48:16 PM »
Changes in HWiNFO32 & HWiNFO64 v5.84 - Released on:  May-23-2018: 
 
  • Enhanced sensor monitoring on ASRock Z270M-ITX.
  • Fixed a possible crash on some systems with larger VBIOSes.
  • Fixed enumeration of multiple VBIOSes in VFCT.
  • Enhanced sensor monitoring on MSI X470 series mainboards.
  • Enhanced sensor monitoring on ASUS X470 series mainboards.
  • Updated monitoring of stopped fan on Sapphire Radeon RX Vega GPUs.
  • Enhanced sensor monitoring on GIGABYTE X470 series mainboards.
  • Enhanced sensor monitoring on ASRock Z370M Pro4.
  • Fixed monitoring of Extension/Assistant fans on some ASUS 100-300 Intel series boards.
  • Added reporting of Core Performance Order for AMD Pinnacle Ridge.
  • Added a workaround for problems installing driver on some systems.
  • Added reporting of Secure Boot state.
  • Fixed monitoring of EC temperatures on some ASUS Z170 series mainboards.
  • Fixed a possible crash on some systems using Microsoft East Asian/IME keyboards.
  • Added reporting of FPGA information via SMBIOS.
  • Enabled DELL EC sensor on Alienware Aurora systems.
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3D-Tech News Around The Web / Scalable GPU Fluid Simulation
« Last post by JeGX on May 23, 2018, 05:24:51 PM »
Quote
Let’s take a look at how to efficiently implement a particle based fluid simulation for real time rendering. We will be running a Smooth Particle Hydrodynamics (SPH) simulation on the GPU. This post is intended for experienced developers and provide the general steps of implementation. It is not a step-by step tutorial, but rather introducing algorithms, data structures, ideas and optimization tips. There are multiple parts I will write about: computing SPH, N-body simulation, dynamic hashed grid acceleration structure.

Link: https://turanszkij.wordpress.com/2018/05/21/scalabe-gpu-fluid-simulation/
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3D-Tech News Around The Web / mud: all-purpose c++ app prototyping library
« Last post by JeGX on May 18, 2018, 08:19:52 PM »
Quote
mud is an all-purpose c++ app prototyping library, focused towards live graphical apps and games.
mud contains all the essential building blocks to develop lean c++ apps from scratch, providing reflection and low level generic algorithms, an immediate ui paradigm, and an immediate minimalistic and flexible graphics renderer.

In essence, mud aims to be the quickest and simplest way to prototype a c++ graphical application: it provides facilities which, in retrospect, you will never want to build an application without. It handles the problem of the code you don't want to write, and should not have to write, whenever prototyping an app. As such the core principle in mud is : don't repeat yourself, and we take this aim very seriously. We also believe it's a principle that is way too often disregarded.

Link: https://github.com/hugoam/mud



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This work has been presented at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2018 on 15th of May 2018.

Quote
Compositing transparent surfaces rendered in an arbitrary order requires techniques for order-independent transparency. Each surface color needs to be multiplied by the appropriate transmittance to the eye to incorporate occlusion. Building upon moment shadow mapping, we present a moment-based method for compact storage and fast reconstruction of this depth-dependent function per pixel. We work with the logarithm of the transmittance such that the function may be accumulated additively rather than multiplicatively. Then an additive rendering pass for all transparent surfaces yields moments. Moment-based reconstruction algorithms provide approximations to the original function, which are used for compositing in a second additive pass. We utilize existing algorithms with four or six power moments and develop new algorithms using eight power moments or up to four trigonometric moments. The resulting techniques are completely order-independent, work well for participating media as well as transparent surfaces and come in many variants providing different tradeoffs. We also utilize the same approach for the closely related problem of computing shadows for transparent surfaces.

Links:
- whitepaper
- code
- source
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