Recent Posts

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81
3D-Tech News Around The Web / Re: NVIDIA FleX 1.20 beta
« Last post by Stefan on December 01, 2017, 05:28:58 PM »
I forgot that you need an invitation.
Get it here
https://developer.nvidia.com/physx-source-github
Then you should see a lot of stuff at
https://github.com/NVIDIAGameWorks



82
3D-Tech News Around The Web / Re: NVIDIA FleX 1.20 beta
« Last post by malcom123 on December 01, 2017, 05:17:31 PM »
Another time many thanks, but on github is flex "Private" and with my user cannot access to specific repository.......
Have you possibility to make a mirror of demo Flex 1.2 (beta 2) (only win x64) ?
thanks
83
GeeXLab - english forum / Shadertoy 2 GeeXLab: Ladybug
« Last post by JeGX on December 01, 2017, 04:57:27 PM »
The shadertoy demo "Ladybug" ported to GeeXLab:

Link: http://www.geeks3d.com/hacklab/20171201/shadertoy-2-geexlab-ladybug/


84
GeeXLab - english forum / Shadertoy 2 GeeXLab: Tribute to Marc Antoine Mathieu
« Last post by JeGX on December 01, 2017, 04:56:21 PM »
The shadertoy demo "Tribute to Marc Antoine Mathieu" converted to GeeXLab.

Link: http://www.geeks3d.com/hacklab/20171130/shadertoy-2-geexlab-tribute-to-marc-antoine-mathieu/

85
GeeXLab - english forum / Simple countdown timer demo
« Last post by JeGX on December 01, 2017, 04:53:37 PM »
A simple countdown timer made with GeeXLab.

Link: http://www.geeks3d.com/hacklab/20171129/simple-countdown-timer-demo/


86
GeeXLab - english forum / ASUS Aura Illumination Demo (Motherboard and GPU)
« Last post by JeGX on December 01, 2017, 04:51:22 PM »
This demo shows how to use ASUS Aura Illumination functions to control the RGB lighting of your ASUS motherboard or graphics card.

Link: http://www.geeks3d.com/hacklab/20171111/asus-aura-illumination-demo-motherboard-and-gpu/


87
Quote
OSPRay is an open source, scalable, and portable ray tracing engine for high-performance, high-fidelity visualization on Intel® Architecture CPUs. OSPRay is released under the permissive Apache 2.0 license.

The purpose of OSPRay is to provide an open, powerful, and easy-to-use rendering library that allows one to easily build applications that use ray tracing based rendering for interactive applications (including both surface- and volume-based visualizations). OSPRay is completely CPU-based, and runs on anything from laptops, to workstations, to compute nodes in HPC systems.

OSPRay internally builds on top of Embree and ISPC (Intel® SPMD Program Compiler), and fully utilizes modern instruction sets like Intel® SSE4, AVX, AVX2, and AVX-512 to achieve high rendering performance, thus a CPU with support for at least SSE4.1 is required to run OSPRay.

Links:
- http://www.ospray.org
- https://github.com/ospray/ospray


88
3D-Tech News Around The Web / Writing a Simple Linux Kernel Module
« Last post by JeGX on December 01, 2017, 12:19:56 PM »
Quote
Linux provides a powerful and expansive API for applications, but sometimes that’s not enough. Interacting with a piece of hardware or conducting operations that require accessed to privileged information in the system require a kernel module.

A Linux kernel module is a piece of compiled binary code that is inserted directly into the Linux kernel, running at ring 0, the lowest and least protected ring of execution in the x86–64 processor. Code here runs completely unchecked but operates at incredible speed and has access to everything in the system.

...


Before we get started, we need to make sure we have the correct tools for the job. Most importantly, you’ll need a Linux machine. I know that comes as a complete surprise! While any Linux distribution will do, I am using Ubuntu 16.04 LTS in this example, so if you’re using a different distribution you may need to slightly adjust your installation commands.

Secondly, you’ll need either a separate physical machine or a virtual machine. I prefer to do my work in a virtual machine, but this is entirely up to you. I don’t suggest using your primary machine because data loss can occur when you make a mistake. I say when, not if, because you undoubtedly will lock up your machine at least a few times during the process. Your latest code changes may still be in the write buffer when the kernel panics, so it’s possible that your source files can become corrupted. Testing in a virtual machine eliminates this risk.

And finally, you’ll need to know at least some C. The C++ runtime is far too large for the kernel, so writing bare metal C is essential. For interaction with hardware, knowing some assembly might be helpful.

Link: https://blog.sourcerer.io/writing-a-simple-linux-kernel-module-d9dc3762c234
90
3D-Tech News Around The Web / Re: NVIDIA FleX 1.20 beta
« Last post by Stefan on November 30, 2017, 07:05:22 PM »
Don't know what's wrong on your rig, i re-checked the link and it's working fine.
I add a screenshot for reference.

Meanwhile there had been beta 2 released btw

Quote
1.2.0 (beta 2)
--------------

- NvFlexUpdateTriangleMesh() now takes vertices with 16-byte stride to remove CPU synchronization step in D3D implementations
- Fix for NvFlexGetTimers() reporting incorrect values on D3D12
- Fix for vsync in D3D12
- Fix for crash when using Flex with NVIDIA driver 384.76

Known Issues
------------

- NVIDIA driver 384.94 can cause a crash on exit when D3D11 async compute is enabled. If using D3D11 with this driver, please disable async compute by setting runOnRenderContext=true in the NvFlexInitDesc you pass to FlexInit. D3D12 async compute is unaffected by the bug, and does not require this workaround.

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