Recent Posts

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71
GpuTest / Re: GpuTest command line parameters
« Last post by ashutoku on January 27, 2016, 07:34:12 AM »
Please find the below updates as well as some more questions:

1.Yes i can able to see the logs files _geeks3d_gputest_log.txt file when running from remote machine.
2.Can we get the score file any other way when running from the remote machine???
3.When i am running from the remote machine GpuTest benchmark ,process is running in background and unable to see the GUI on local machine.
4.How we can see the GUI on remote machine ??? Do we have any tools or anything from which we can render the client output to remote machine???
 
I can able to see the below logs in the file:
 Exit from render thread
2015:12:10@12:54:24(0000000030) < > # frames rendered: 120729
2015:12:10@12:54:24(0000000031) < > Stopping gxl3d engine...
2015:12:10@12:54:24(0000000032) < > Exit from GpuTest.


72
English forum / Re: Spout sender
« Last post by leadedge on January 27, 2016, 03:08:47 AM »
A basic version is done.

https://github.com/leadedge/GeeXLabSpout

It is a very simple dll now and easily incorporated into the shader code.

I will keep looking at the possibilities for the Spout controller.

If at any time you want to look at this further, just contact me.






73
English forum / Re: Spout sender
« Last post by leadedge on January 27, 2016, 12:50:19 AM »
Thanks JegX, I hope this proves useful for people. I had this in mind for a while but never got around to completing it. That article on HackLab is excellent.

Yes the SpoutController isn't working properly. It's looking for a control file because I forgot to create the controls in the first place within the plugin. It works for me because the file already exists.

I am trying different things at the moment and  I will think about it. Meanwhile it isn't important and won't affect the plugin binary.

I think I will make a basic version of the plugin and an experimental version. I will post here when the basic version is complete.


74
English forum / Re: How to use mouse-click
« Last post by Stefan on January 26, 2016, 06:19:43 PM »
Here is a pack with mouse-click controlled shaders

I remember to have stumbled over Shadertoy demos with keyboard control, but i passed on them because the keyboard is stuffed in an iChannel

I take another look if i find these demos again...
75
I'm very happy finally for the text zooming with pure-smooth motion! :D Because we remember I got (very) slow on Adobe Reader, Word... bad optimized due to the CPU bottlenecked when I zoomed from moderate to big letter... ;)
76
English forum / Re: Spout sender
« Last post by JeGX on January 26, 2016, 05:29:46 PM »
Thanks for your contribution Lynn!

Spout is a nice tool. I tested your plugin + demo with the latest GeeXLab and it works. I posted an article on the hacklab:

http://www.geeks3d.com/hacklab/20160126/spout-sender-user-plugin-for-video-sharing-on-windows/


The SpoutController didn't work and displayed this message:



77
3D-Tech News Around The Web / Direct3D 11 real-time shadow maps techniques
« Last post by JeGX on January 26, 2016, 05:17:44 PM »
Quote
This is a D3D11 sample app that demonstrates several techniques for rendering real-time shadow maps. The following techniques are implemented:

    Cascaded Shadow Maps
    Stabilized Cascaded Shadow Maps
    Automatic Cascade Fitting based on depth buffer analysis, as in Sample Distribution Shadow Maps.
    Various forms of Percentage Closer Filtering
    Variance Shadow Maps
    Exponential Variance Shadow Maps (EVSM)
    Moment Shadow Maps

Links:
- https://github.com/TheRealMJP/Shadows
- https://mynameismjp.wordpress.com/2016/01/24/update-for-my-shadow-sample-update/
78
3D-Tech News Around The Web / FASTBuild: high performance open-source build system
« Last post by JeGX on January 26, 2016, 05:14:15 PM »
Quote
FASTBuild is a high performance, open-source build system supporting highly scalable compilation, caching and network distribution. It supports MSVC, GCC, SNC, Clang, GreenHills, CodeWarrior & NVCC (CUDA).

Link: http://fastbuild.org
79
3D-Tech News Around The Web / WebGL - Resolution independent GPU text rendering
« Last post by JeGX on January 26, 2016, 05:10:53 PM »
Here is a new method for high quality text rendering using the GPU. Unlike existing methods it provides antialiased pixel accurate results at all scales with no runtime CPU cost.

Links:
- WebGL demo
- GPU text rendering with vector textures
- War and Peace and WebGL





80
Quote
Microsoft is making the tools that its own researchers use to speed up advances in artificial intelligence available to a broader group of developers by releasing its Computational Network Toolkit on GitHub.

CNTK, the Computational Network Toolkit by Microsoft Research, is a unified deep-learning toolkit that describes neural networks as a series of computational steps via a directed graph.

Links:
- Microsoft releases CNTK on Github
- CNTK @ Github
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