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3D-Tech News Around The Web / Why AMD GPUs Are Right for Data Centers (FirePro S9100)
« Last post by JeGX on October 08, 2014, 02:21:03 PM »
Quote
When it comes to AMD FirePro™ S-Series GPUs, there is never “too much of a good thing.” During my conversations at trade shows and conventions, customers have been asking for a server GPU solution that not only provides the speed to accomplish computational tasks, but they also want accuracy for precise results. Earlier this year, we announced the top-of-line AMD FirePro™ S9150 – the most powerful server GPU ever built for High Performance Computing1 measured by performance/watt.  But customers also told us they want a product for mainstream, budget conscious projects that still delivers equally exceptional performance for HPC.
 
To meet that demand, we’ve expanded our server GPU portfolio. By infusing our most current iteration of the AMD GCN architecture2 into AMD FirePro™ server GPUs, we have been able to offer two products that deliver leading edge double-precision floating-point rates, and operate with tremendous efficiency.
 
The new AMD FirePro™ S9100 server GPU is supreme in its class, with high peak single- and double-precision floating point performance, including  2.11 TFLOPS peak double-precision and up to 9.4 GFLOPS per watt TDP double-precision performance3. Compute-intensive workloads are where this card excels. With 2,560 stream processors and 12GB of GDDR5 memory, the AMD FirePro S9100 is equipped to handle supercomputing tasks. For those working in scientific compute, research, or structural analysis, it would be fair to say this GPU is a compute powerhouse. On top of the performance, the card’s maximum TDP comes in at 225W, and its passive cooling solution makes it ideal for deployment in server environments.

Complete story:
http://community.amd.com/community/amd-blogs/amd-business/blog/2014/10/06/why-amd-gpus-are-right-for-the-data-center-a-closer-look-at-amd-firepro-s9100
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3D-Tech News Around The Web / NVIDIA R344.24 WHQL for GTX 970M and GTX980M (notebook)
« Last post by JeGX on October 08, 2014, 09:18:04 AM »
Supports the new GeForce GTX 980M and GTX 970M GPUs, based upon the second-generation Maxwell architecture:

- R344.24 Win7/Win8 64-bit
- R344.24 Win7/Win8 32-bit
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English forum / GLSL Hacker 0.7.1.1 released
« Last post by JeGX on September 29, 2014, 03:42:03 PM »
A new dev version of GLSL Hacker is ready for Windows 64-bit, and OS X.

You can download it from this page:
http://www.geeks3d.com/glslhacker/download.php

Full changelog:
http://www.geeks3d.com/glslhacker/changelog.php

v 0.7.1.1 changelog:
Quote
Version 0.7.1.1 - 2014.09.29
----------------------------
! updated network script updater (v0.2.0, Windows and OSX) with
  live coding checkbox and execute button.
! fixed some bugs and improved the live coding in the Windows version.
+ added auto-save of scripts and shaders if necessary (read: they have been
  modified).
+ added a button in script and shader editors to save the code source in
  the scripts/ or shaders/ folder of GLSL Hacker (Windows version only).
* script and shaders errors are now correctly redirected to the output window.
+ added an option to disable live coding in script and shader editing windows
  (Windows version only).
* fixed some potential crashes in gh_utils functions that take strings as
  parameters (like font_render() or font_render_3d().
! updated the dialog box / output window for the traces (Windows version only).
+ added circle_create(), circle_update_radius(), line_create(),
  line_set_start_position(), line_set_end_position(),
  line_set_start_color() and line_set_end_color() to gh_utils lib.
! updated the Lua immediate mode: now the Lua state of the first script
  is used (not the case so far!).
* improved the GPU monitoring plugin when running on NVIDIA Optimus systems.
+ added gh_leap (Leap Motion) library in the Python plugin.
+ updated Python plugin: gh_renderer.get_capability_4i(),
  gh_renderer.query_xxxx() (GL_ARB_pipeline_statistics_query GL4.5), gh_utils...
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General Discussion / BLACKCELL.js - modern, JS-friendly 3D rendering API over WebGL
« Last post by vsergey3d on September 26, 2014, 11:24:54 AM »
BLACKCELL.js - open-source project that provide modern, JS-friendly API for real-time 3D rendering over WebGL.

The project's aim is to give an expressive tool for rapid prototyping and publishing complex rendering techniques. It also useful for 3D-projects which require low-level API features and commonly used implementation at the same time.

The features:
- Linear algebra (vectors, rotations, transformations) and geometry  primitives
- Staging graphics core (designed for custom rendering pipelines and  shaders)
- Common implementations (frustum culling, attributes & uniforms binding,  context lost handling, etc)
- WebGL Extensions supported / WebGL 2.0 oriented architecture

http://blackcelljs.com/
https://github.com/vsergey3d/blackcell
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This sample demonstrates a CPU-optimized implementation of the God Rays effect, showing how to:
 
  • Implement calculation kernels using the OpenCL™ technology C99
  • Parallelize the kernels by running several work-groups in parallel
  • Organize data exchange between the host and the OpenCL device
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What is Intel® Processor Graphics?

Intel® Processor Graphics refers to the technology that provides graphics, compute, media, and display capability for many of Intel’s processors, such as the 4th Generation Intel® Core™ Processor family of products. Within Intel, architects colloquially refer to Intel® Processor Graphics architecture as simply “Gen”, short for Generation. A specific generation of the Intel® Processor Graphics architecture may be referred to as “Gen6” for generation 6, or “Gen7” for generation 7, etc. The branded products Intel® HD Graphics 4600, Intel® Iris™ Graphics 5100, and Intel® Iris™ Pro Graphics 5200 are all derived from instances of Intel® Processor Graphics Gen7.5 architecture. Similarly Intel® HD Graphics 5300 derives from Intel® Processor Graphics Gen8.
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3D-Tech News Around The Web / Epic Zen Garden - UE4 tech demo for IOS 8
« Last post by Stefan on September 24, 2014, 06:47:14 PM »
Epic Zen Garden is a beautiful graphical environment showcasing the power of iOS 8, developed by Epic Games with Unreal Engine 4. Tap to navigate this interactive oasis brimming unmatched detail on mobile. Swipe back and forth across the entire Sakura tree to make thousands of cherry blossoms swirl in the air, graze the koi pond to summon leagues of fish, and rake the sand with your finger to create subtle designs. Touch the well to bring throngs of butterflies out of hiding. Access Unreal Engine 4 at www.unrealengine.com to build your own games and apps!

FEATURES
•    Unreal Engine 4. Use Unreal Engine 4 to realize your creative vision and stand out from the crowd.
•    Metal API. Unreal Engine 4 is the first game engine to release support for Metal API.
• Stunning visuals. Solid 30fps; 1440x1080 resolution; 4x MSAA; 3,500 butterflies equal roughly 4,000 draw calls, with falling petals at 5,000 particles (not draw calls); as demonstrated in Apple’s WWDC 2014 keynote.
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General Discussion / How to shutter both eyes of VIEWPixx glasses at the same time
« Last post by esmeraldahl56 on September 23, 2014, 04:50:04 PM »
Hello everybody!

I have a monitor and a 3D glasses from VIEWPixx, and I would like to control the opacity (shutter) time of the glasses in order to control when the subject can see and when cannnot. This obturation, should be simultaneous in both eyes and would not require any syncronization with the monitor, since I do not want to produce any 3D effect.

Do you know if this is possible? Could you indicate me where can I get information on how to do it?

Thank you very much in advance!!
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