Recent Posts

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3D-Tech News Around The Web / AMD GPU PerfStudio 3.4 now available
« Last post by Stefan on January 30, 2016, 03:41:49 AM »
What’s New in V3.4?

New Features
  • NEW – Support for an open source DirectX® 12 Plugin
  • With the GPUOpen initiative AMD is now providing  open source access and build environment for the GPU PerfStudio DirectX® 12 plugin. The plugin can be used to replace the version shipped with the public release of GPU PerfStudio 3.4. More information can be found at GPUOpen.
AMD’s commitment to Open Source is growing.
AMD’s Radeon™ SDK and all samples are now located at the GPUOpen website

Legacy content is provided here as a convenience. Please visit GPUOpen for the most current Radeon™ SDK content. GPUOpen is  an AMD initiative designed to enable developers to create ground-breaking PC games, computer generated imagery and GPU computing applications for great performance and lifelike experiences using no cost and open development tools and software.
3D-Tech News Around The Web / NVIDIA - Vulkan Shader Resource Binding
« Last post by Stefan on January 30, 2016, 12:08:39 AM »
In this blog post we will go into further details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.
English forum / Where the River Goes - yet another GPU burner
« Last post by Stefan on January 29, 2016, 08:58:55 PM »
Where the River Goes

>>>ported to GeeXLab<<<

Click mouse to change view

#define ENABLE_ULTRA_QUALITY  to fry your GPU, frame rate drops to 10%

English forum / Re: How to use keyboard in ported Shadertoy demos
« Last post by Stefan on January 29, 2016, 06:30:24 PM »
Trace cone with CRT effect - >>>ported to GeeXLab<<<

'A' - dither
'B' - CRT effect
'D', 'E' - number of colours if dither is on
'F' - pixelization
'G' - antialiasing
'H' - C64 palette
'I' - color weights for C64

English forum / Re: How to use keyboard in ported Shadertoy demos
« Last post by Stefan on January 29, 2016, 05:04:47 PM »

Hope that helps!

Nice job,
i didn't expect that much code.

Here is a Digital clock - ported to GeeXLab

"Up key toggles AM/PM mode, Down key toggles red green. Left is microwavestyle, Right is off leds shown."

I'll search now for more keyboard controlled demos...
3D-Tech News Around The Web / Intel - Software Occlusion Culling (Update 1/15/2016)
« Last post by Stefan on January 28, 2016, 05:40:35 PM »
This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE) instruction set and multi-threading to achieve up to 8X performance speedup compared to a non-culled display of the sample scene.

Update 1/15/2016

The occlusion culling sample has been optimized with Intel® Advanced Vector Extensions 2 (AVX2) instructions to improve the time spent in the culling pass. The Intel® Core™ m7-6Y75 processor is a dual-core 4.5W processor. Table 1 compares the performance of the Intel® Streaming SIMD Extensions 4.1 (SSE4.1) version to the AVX2 version on this processor. The cull time varies with the scene and with the resolution of the depth buffer. AVX2 reduced the cull time by up to 1.32x.
General Discussion / Re: only ~50 fps in ShaderToyMark before bench
« Last post by JeGX on January 28, 2016, 05:20:48 PM »
Shadertoymark is coded with the very first version of GeeXLab which is stopped since 3 years.  Then I can not fix current issues.

But I planned to code a new shadertoymark with some recent shaders...
English forum / Re: How to use keyboard in ported Shadertoy demos
« Last post by JeGX on January 28, 2016, 12:20:52 PM »
I'm working on a demo that will show how to retrieve GeeXLab keyboard codes in a shadertoy shader...
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