Direct3D 11 – Adaptive volumetric shadow maps demo
Direct3D 11 – Adaptive volumetric shadow maps demo
Great news! At last, ATI has fixed the displacement mapping bug. Now you can do vertex texture fetching in your vertex shaders with a Radeon! And GPU Caps Viewer is happy:
More information about vertex displacement mapping here: Vertex Displacement Mapping in GLSL Now Available on Radeon!.
You can grab the Catalyst 8.10 BETA from here: Catalyst 8.10 BETA.
I wonder if ATI will write this bugfix in the release notes… Anyway guys, this new release of Catalyst seems to be a great version…
Advanced skin rendering
DevIL (also called OpenIL) seems to re-birth after almost two years of silence. DevIL is back in a new version 1.7.1. Developer’s Image Library (DevIL) is a cross-platform image library utilizing a simple syntax to load, save, convert, manipulate, filter and display a variety of images with ease.
More information here: DevIL’s homepage
InteliShade is a Visual Studio plugin allowing you to have code outlining and intellisense when editing HLSL code in your projects. InteliShade 3.0 supports Visual Studio 2005 and 2008 and is available as a free download.
Voici la liste des extensions OpenGL supportées par les pilotes Forceware 177.89 WinXP 32 pour une GeForce GTX 280.
Here is the list of OpenGL extensions supported by Forceware 177.89 WinXP 32 drivers for a GeForce GTX 280.
Les ForceWare 177.89 sont les premiers pilotes à offrir le support OpenGL 3.0. Mais pour le moment, ce support n’est pas officiel. Il faut l’activer de manière logiciel grâce à l’utilitaire NVemulate de NVIDIA:
// wglCreateContextAttribsARB prototype. typedef HGLRC (APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)\ (HDC, HGLRC, const int*); PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB; // Get a pointer on the create context func. wglCreateContextAttribsARB = \ (PFNWGLCREATECONTEXTATTRIBSARBPROC) \ wglGetProcAddress("wglCreateContextAttribsARB"); // Create an OpenGL 3.0 context. HGLRC gl3Ctx = wglCreateContextAttribsARB(dc, 0, NULL); // // Do something with this opengl 3.0 rendering context. // // Delete the context wglDeleteContext( gl3Ctx ); gl3Ctx = NULL;
Ceci étant dit, voilà la liste des nouvelles extensions pour un contexte de rendu OpenGL 2.1 avec support OpenGL 3.0 activé:
That said, here is the list of the new extensions for an OpenGL 2.1 rendering context with OpenGL 3.0 support enabled:
[French]Carte graphique utilisée[/French]
[English]Graphics card used[/English]: EVGA GeForce GTX 280 / 1Gb
– Drivers Version: Forceware 220.127.116.1189
– OpenGL Version: 2.1.2
– GLSL (OpenGL Shading Language) Version: 1.20 NVIDIA via Cg compiler
– OpenGL Renderer: GeForce GTX 280/PCI/SSE2
– Drivers Renderer: NVIDIA GeForce GTX 280
– ARB Texture Units: 16
– Vertex Shader Texture Units: 32
– Pixel Shader Texture Units: 32
– Geometry Shader Texture Units: 32
– Max Texture Size: 8192×8192
– Max Anisotropic Filtering Value: X16.0
– Max Point Sprite Size: 63.4
– Max Dynamic Lights: 8
– Max Viewport Size: 8192×8192
– Max Vertex Uniform Components: 4096
– Max Fragment Uniform Components: 2048
– Max Varying Float: 60
– Max Vertex Bindable Uniforms: 12
– Max Fragment Bindable Uniforms: 12
– Max Geometry Bindable Uniforms: 12
– MSAA: 2X
– MSAA: 4X
– MSAA: 8X
– MSAA: 16X
– MSAA: 32X
OpenGL Extensions: 168 extensions
Les extensions des anciens pilotes ForceWare se trouvent ICI.
Vous pouvez utiliser GPU Caps Viewer pour récupérer la liste des extensions de votre carte graphique.
The extensions exposed by the old ForceWare drivers are HERE.
You can use GPU Caps Viewer to retrieve the list of extensions of your graphics card.
A thesis about real-time realistic rendering of nature scenes with dynamic lighting has been published. This thesis includes all details about real-time grass rendering and about real-time tree rendering with indirect lighting.
You can grab the thesis here: PhD thesis
Screen-Space Ambient Occlusion demo
Dev.Mag is a free online magazine for game developers.
Filled with tutorials, features, interviews, tech-pieces and so much more!
SIGGRAPH 2008: Khronos Group has announced the release of the OpenGL 3.0 API specification and the GLSL 1.30 shading language specification.
The OpenGL working group has defined a set of OpenGL 3.0 extensions that expose potential new functionality for the next version of OpenGL that is targeted for release in less than 12 months, and a set of extensions for OpenGL 2.1 to enable much of the new OpenGL functionality on older hardware.
According to Dr. Jon Peddie of Jon Peddie Research, a leading graphics market analyst based in California, the installed base of graphics hardware that will support OpenGL 3.0 exceeds 60 million units. AMD, Intel and NVIDIA have made major contributions to the design of OpenGL 3.0 and today all three companies announced their intent to provide full implementations within their product families
More information here: OpenGL 3.0 Specifications to Support Latest Generations of Programmable Graphics Hardware.
TG Daily has interviewed Daniel Pohl, an engineer who is making some impressive progress in ray-tracing research, about Intel’s ray-tracing efforts.
Q: What is Larrabee from your perspective. What is the underlying architecture and the programming model?
A: Larrabee was primarily built as a rasterizering processor. Therefore you have support for DirectX and OpenGL. But it will also be a freely programmable x86-architecture. That means you could, for example, write your own rasterizer with your own API, a ray tracer, a voxel renderer or combinations of those. You could also use it for non-graphical applications that benefit from parallelization.
Q: What API is Intel using to showcase ray tracing demos?
A: We wrote our own API. The shading system uses a HLSL-like syntax that allows you also to shoot new rays within a shader. Using that API the programmer has no need to manually multi-thread the rendering and does not need to optimize the shading with SSE as this is done by the shading compiler automatically.
Read the complete interview here: Intel graphics update: Ray-tracing the way to go for game developers?
More news about Larrabee: Larrabee @ Geeks3D
The Khronos Group announced the release of a new COLLADA specification, which includes new features and expanded functionality designed to further broaden the applicability of the 3D digital asset standard.
COLLADA defines an XML-based schema to make it easy to transport 3D assets between applications – enabling diverse 3D authoring and content processing tools be combined into a production pipeline. The intermediate language provides comprehensive encoding of visual scenes including: geometry, shaders and effects, physics, animation, kinematics, and even multiple version representations of the same asset.COLLADA FX enables leading 3D authoring tools to work effectively together to create shader and effects applications and assets to be authored and packaged using OpenGL Shading Language, Cg, CgFX, and DirectX FX.
This is the continuation of the previous post on PhysX Performance with GeForce.
The PhysX Pack provided by NVIDIA contains a PhysX fluid demo:
The primary purpose of the NVIDIA PhysX Fluid Demo is to illustrate Smooth Particle Hydrodynamics (SPH)-based particle simulation technology accelerated by the NVIDIA GPU.
The pack also contains the Unreal Tournament III PhysX Mod:
The PhysX pack will be publicly available on August 12, 2008. The package consists of a new graphics driver that will enable PhysX on graphics cards equipped with GeForce 8, GeForce 9, and GeForce GTX GPUs, a downloadable PhysX software pack containing free Unreal Tournament 3 maps, the full version of NetDevil’s Warmonger, NVIDIA demos, and a first look at Object Software’s Metal Knight Zero and Nurien Software’s Nurien social-networking service.
Need more news about PhysX? Click here: PhysX @ Geeks3D