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Topics - JeGX

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3D-Tech News Around The Web / AMD Adrenalin 2019 Edition 19.2.2 released
« on: February 14, 2019, 09:32:43 AM »
Radeon Software Adrenalin 2019 Edition 19.2.2 Highlights

- Latest Adrenalin @ Geeks3D
- Radeon Software Adrenalin Edition 19.2.2 Driver for Windows 10 64-bit @ AMD
- Radeon Software Adrenalin Edition 19.2.2 Driver for Windows 7 64-bit @ AMD

Support for:

- AMD Radeon VII
- Far Cry New Dawn
- Metro Exodus
- Sid Meier’s Civilization® VI: Gathering Storm
- Crackdown 3
      Up to 5% performance gains with AMD Radeon™ Software Adrenalin 2019 Edition 19.2.2 on a Radeon RX 590 RS-287

Fixed Issues
- Using the Alt+Tab shortcut out of a fullscreen application or game may be slow or take longer than expected when using a display connected by DisplayPort.
- Apply and Discard buttons may not appear in some areas of Radeon Overlay under the Radeon WattMan overclocking tab.
- Radeon WattMan may fail to apply memory clock changes on AMD Radeon VII.
- AMD Radeon VII may intermittently experience a system hang when attempting to perform a timeout detection and recovery on Windows®7 system configurations.
- Radeon WattMan may display the incorrect max fan/temperature values for AMD Radeon VII.
- Radeon WattMan may experience issues with changed values failing to save or load when multiple changes are applied at once.
- AMD Radeon VII may experience intermittent system stability issues on some X399 motherboards.
- Player Unknown’s Battlegrounds may intermittently experience an application crash when changing post-processing settings.
- Radeon Settings may experience an application hang when loading the performance histogram in a game profile through game manager.
- Update Notifications may sometimes incorrectly list the currently installed driver as an available upgrade.
- Apex Legends™ may intermittently experience line corruption on AMD Radeon VII.

Same OpenGL (4.6) and Vulkan (1.1.96) support than Adrenalin 19.1.1.

AMD Adrenalin 2019 Edition 19.2.2 + Radeon RX Vega 56

AMD Adrenalin 2019 Edition 19.2.2 + Radeon RX Vega 56

What’s New in Version 418.91 WHQL 
Provides the optimal gaming experience when using DLSS and Ray Tracing in Battlefield V and Metro Exodus.

Fixed Issues in this Release
- [Battlefield 1]: Lines appear in the terrain with NVIDIA Control Panel anisotropic filtering override enabled.[1969966]
- [GeForce RTX 20 series]: Event ID 14 error appears in event viewer logs when Digital Vibrance setting is changed. [2488424]

- 418.91 @ Geeks3D
- 418.91 win10 (desktop) @ NVIDIA
- 418.91 win7/win8 (desktop) @ NVIDIA

GeForce 418.91 exposes OpenGL 4.6 (419 extensions) and Vulkan 1.1.95 like previous 418.81.

More information about this new driver can be found here:
- New Game Ready Driver Supports NVIDIA RTX Tech In Battlefield V and Metro Exodus. And Adds Support For Anthem’s Early Access Launch, Crackdown 3, and Far Cry New Dawn
- Battlefield V: Now With NVIDIA DLSS @ youtube

GPU Caps Viewer + GeForce RTX 2080

Unreal Engine 4.22 will be releasing soon with a number of fixes and updates. In the meantime, the first Preview is now available for download from the Epic Games launcher.

Preview 1 includes support for real-time ray tracing, Editor Utility Widgets, Blueprint indexing optimizations, virtual production updates, Oculus Quest support and the Unreal Audio Engine is now on by default for new projects.

From the full list of changes:

Rendering Updates:

- Real-Time Ray Tracing and Path Tracing (Early Access)

        - Added ray tracing low level support.
            Implemented a low level layer on top of UE DirectX 12 that provides support for DXR and allows creating and using ray tracing shaders (ray generation shaders, hit shaders, etc) to add ray tracing effects.

        - Added high-level ray tracing features
            Rect area lights
            Soft shadows
            Reflected shadows
            Ambient occlusion
            RTGI (real time global illumination)
            Geometry types
                Triangle meshes
                    Skeletal (Morph targets & Skin cache)
                    Niagara particles support
            Texture LOD
                Shadows, Reflections, AO
            Path Tracert
            Unbiased, full GI path tracer for making ground truth reference renders inside UE4.


Unreal Engine logo

GreenWithEnvy (GWE) is a system utility (written in Python) for Linux designed to provide information, control the fans and overclock your NVIDIA video card and graphics processor.


GreenWithEnvy (GWE)

3D-Tech News Around The Web / NVIDIA Ray Tracing Gems Book
« on: February 07, 2019, 05:07:57 PM »
In 2018, with the release of NVIDIA’s RTX series GPUs, real-time ray tracing finally became accessible to game developers, content creators, and consumers. It is a technology that will forever change graphics processing.

To help developers navigate this new technology, a wide-ranging book on the topic is being published early this year: Ray Tracing Gems.

We have some great news: Readers of NVIDIA’s Dev News Center get early access to the text, at no cost!  NVIDIA will be distributing the book for free in its entirety, as a series of seven PDFs. Every few days, a new section of the book will be made available.


The book Ray Tracing Gems is nearing completion, with the hardback version to be available mid-March at GDC and GTC. Our main goal with this book is educating developers at all levels about important concepts and the state of the art in ray tracing, with an emphasis on real-time rendering. You can see the full Table of Contents on this site, or order the hardcover version from Apress or on Amazon.

We wanted to make the contents available as soon as the chapters reach a finished state. The book is “Open Access,” under the terms of the Creative Commons Attribution 4.0 International License (CC-BY-NC-ND), “which permits use, duplication, distribution, and reproduction in any medium or format, as long as appropriate credit is given to the original author(s) and the source, a link is provided to the Creative Commons license, and any changes made are indicated.”

As such, we will be releasing a part of the book every few days, as we process them. These chapter are “preprints,” in that they will look a bit different than the publisher’s layout, but the information is the same, barring any last-minute fixes. By the end of February, the professionally laid-out electronic version of the final book from Apress will be available for free (formats to be determined), along with the code repository.


NVIDIA Ray Tracing Gems Book

3D-Tech News Around The Web / AMD Adrenalin 2019 Edition 19.2.1 released
« on: February 05, 2019, 05:08:38 PM »
Radeon Software Adrenalin 2019 Edition 19.2.1 Highlights

- Latest Adrenalin @ Geeks3D
- Radeon Software Adrenalin Edition 19.2.1 Driver for Windows 10 64-bit @ AMD
- Radeon Software Adrenalin Edition 19.2.1 Driver for Windows 7 64-bit @ AMD

Support for:
- APEX Legends
-  The Division 2 Private Beta
- Assassin’s Creed™: Odyssey
  -  Up to 5% performance improvement with AMD Radeon™ Software Adrenalin 2019 Edition 19.2.1 on a Radeon™ RX Vega 64. RS-285

Fixed Issues
- Battlefield™ V players may experience character outlines stuck on screen after being revived.
- Radeon Settings may fail to install while doing a software update on some Hybrid Graphics system configurations.
- Some displays may experience a loss of video when launching a fullscreen application with Radeon FreeSync enabled.
- Anthem™ may experience a white screen or corruption while playing or launching the game.
- Radeon Settings may experience a crash if the user changes tabs quickly with a very large game list.
- Fixed an issue where Radeon Settings update notifications may suggest older driver releases to upgrade to.
- HDMI Underscan settings may not retain after system restart.
- Radeon ReLive may intermittently experience captured recordings or Instant Replays with inverted colors.

Same OpenGL and Vulkan support than Adrenalin 19.1.1.

AMD Adrenalin 2019 Edition 19.2.1 + Radeon RX Vega 56

AMD Adrenalin 2019 Edition 19.2.1 + Radeon RX Vega 56

3D-Tech News Around The Web / Decoding a Projection Matrix
« on: February 01, 2019, 03:06:45 PM »
Most folks who make games are aware of the various transformations that must take place to render convert a 3d model from object or artist space to screen or pixel space.  I think most folks also kind of understand what a projection matrix is.  However, I find that many have trouble explaining what each number in a projection matrix actually means.  The goal of this article is to take away the magic of those numbers and provide clarity with regards to what each number means in a projection matrix.


Decoding a Projection Matrix

The smallest UI framework for all platform -- 5K lines code

- GuiLite has 5000 lines of C++ code, providing UI framework for all platforms, could run on iOS, Android, GNU/Linux, Windows, macOS and all ARM Linux IOT platforms.

- GuiLite is OS independent, even could run on any kind of MCU without OS.

- GuiLite is a embedded UI framework. It can work with Qt/MFC/UWP/XCode, which means you can get not only GuiLite features but also iOS/Android/macOS/Qt/MFC/UWP features as well.

- GuiLite can work with other languages(e.g. Swift, Java, C#).


GuiLite: the smallest UI framework for all platforms

Philips has announced the 499P9H, an ultrawide (5120 x 1440, pixel density of 109 PPI) monitor with a VA panel (viewing angle: 178º H / 178º V, 5ms response time grey to grey) and HDR support (DisplayHDR 400 certified). The monitor includes two speakers (2 x 5W), a webcam (2.0 megapixel FHD camera with microphone and LED indicator), a RJ45/ethernet port, two HDMI ports, one DisplayPort several USB ports (USB-C, USB-B, USB-3.0).

The 499P9H will cost more or less USD $1300.

All features can be found in this document.


Philips 499P9H

Open Image Denoise Overview

Intel® Open Image Denoise is a collection of high-performance, high-quality denoising filters for images rendered with ray tracing. Open Image Denoise is part of the Intel Rendering Framework and is released under the permissive Apache 2.0 license.

The purpose of Open Image Denoise is to provide an open, high-quality, efficient, and easy-to-use denoising library that allows one to significantly reduce rendering times in ray tracing based rendering applications. It filters out the Monte Carlo noise inherent to stochastic ray tracing methods like path tracing, reducing the amount of necessary samples per pixel by even multiple orders of magnitude (depending on the desired closeness to the ground truth).

Open Image Denoise supports Intel® 64 architecture based CPUs and compatible architectures, and runs on anything from laptops, to workstations, to compute nodes in HPC systems. It is efficient enough to be suitable not only for offline rendering, but, depending on the hardware used, also for interactive ray tracing.

Open Image Denoise internally builds on top of Intel Math Kernel Library for Deep Neural Networks (MKL-DNN), and fully exploits modern instruction sets like Intel SSE4, AVX2, and AVX-512 to achieve high denoising performance. A CPU with support for at least SSE4.2 is required to run Open Image Denoise.


Intel Open Image Denoise

This article shows a trivial implementation of a ray marching, the goal is to go a little bit beyond simple spheres I rendered in my raytracer project. I do not aim at getting photorealistic images, I want to have a simple stuff applicable to video games.

As always, we only have a bare compiler at our disposal, no third-party libraries are allowed. I don't want to bother with window managers, mouse/keyboard processing and so on. The result of our program will be a simple picture saved on the disk. I do not pursue speed/optimization at all, my goal is to show the underlying principles.


KABOOM! Ray Marching renderer

3D-Tech News Around The Web / Vulkan SDK released
« on: January 24, 2019, 02:28:55 PM »
New SDK Release for Vulkan

LunarG releases new SDKs that include the most recent extensions plus the new Vulkan GPU-Assisted Validation feature and the Vulkan Configurator application.

Much of the documentation for this SDK is contained in the Getting Started Guide, found in the Documentation directory of the SDK and on the LunarXchange website.
Overview of new features in Vulkan SDK

- The Vulkan validation layers have added “GPU-Assisted Validation,” which checks for out-of-bounds access to image/texel descriptor arrays at shader execution time (aka “Bind-less” validation). This feature is disabled by default. See the SDK “Validation Layers” documentation for details about this feature and how to enable it.

- SDK 1.1.92 introduced the Vulkan Configurator, a graphical application that allows a user to specify which layers will be loaded by Vulkan applications at runtime. SDK 1.1.97 combines vulkaninfo, vkvia, and the existing layer management functionality of vkconfig into one convenient tool. Note this new functionality may not be available on every platform. Additional information about the enhanced Vulkan Configurator can be found here.

- The SDK now includes a chunked version of the Vulkan specification and can be found here.

- Since the release of SDK, the following extensions have been added to the Vulkan spec and may be supported by a Vulkan device. To query extensions available to a given physical device, call vkEnumerateDeviceExtensionProperties()or contact the hardware vendor.


- Improved validation coverage and bug fixes

- Downloads:
- source:

GeeXLab - english forum / Shadertoy Demopack
« on: January 24, 2019, 02:04:11 PM »
Here is a new demopack for GeeXLab. The pack contains all Shadertoy demos from the full code sample pack: old demos (OpenGL 2.1 in gl-21-xxxx/ folders) and recent demos (OpenGL 3.2 in gl-32-xxxx/ folders). There is also a special folder for Raspberry Pi (gl-21-shadertoy-rpi/).

The latest version of the shadertoy demopack can be downloaded from this link:

- Shadertoy Demopack DOWNLOAD

You can download the latest GeeXLab from this page:


- unzip the demopack where you want.
- drag and drop a demo (.xml file) into GeeXLab.

Shadertoy to GeeXLab Demopack

Shadertoy to GeeXLab Demopack

Shadertoy to GeeXLab Demopack

Wine is an utility that translates Windows API calls into POSIX calls on-the-fly and allows to run Windows applications on Linux and macOS.

The Wine team is proud to announce that the stable release Wine 4.0
is now available.

This release represents a year of development effort and over 6,000
individual changes. It contains a large number of improvements that
are listed in the release notes below. The main highlights are:

  - Vulkan support.
  - Direct3D 12 support.
  - Game controllers support.
  - High-DPI support on Android.


Short version of the story:
the first book on ray tracing, An Introduction to Ray Tracing, from 1989, is now free to download.

Download link:
- "An Introduction to Ray Tracing" (351-page PDF)

Longer version of the story:

An Introduction to Ray Tracing book

3D-Tech News Around The Web / Raymarching distance fields tutorial
« on: January 21, 2019, 04:40:28 PM »
Rendering an image involves determining the colour of every pixel in the image, which requires figuring out what surface lies behind the pixel in the world, and then 'shading' it to compute a final colour.

Current generation GPUs take triangle meshes as input, rasterise them into pixels (called fragments before they're drawn to a display), and then shade them to calculate their contribution to the image. While this pipeline is currently ubiquitous, it is also complicated and not necessarily the best way to learn graphics.

An alternative approach is to cast a ray through each pixel and intersect it with the surfaces in the scene, and then compute the shading.

This course introduces one technique for raycasting through 'distance fields'. A distance field is a function that returns how close a given point is to the closest surface in the scene. This distance defines the radius of a sphere of empty space around each point. Signed distance fields (SDFs) are distance fields that are defined both inside and outside objects; if the queried position is 'inside' a surface, its distance will be reported as negative, otherwise it will be positive.


raymarching tutorial

3D-Tech News Around The Web / NVIDIA GeForce GTX 1660 Ti (Turing TU116)
« on: January 20, 2019, 05:52:06 PM »
The GTX 1660 Ti would be the first Turing-based graphics card under the GTX label.  The GTX 1660 Ti (TU116 GPU, 1536 CUDA cores) is more or less a cut-down version of the RTX 2060 (TU106 GPU, 1920 CUDA cores) without RT (ray tracing) cores and DLSS (based on Tensor cores). 


Q2VKPT is the first playable game that is entirely raytraced and efficiently simulates fully dynamic lighting in real-time, with the same modern techniques as used in the movie industry. The recent release of GPUs with raytracing capabilities has opened up entirely new possibilities for the future of game graphics, yet making good use of raytracing is non-trivial. While some games have started to explore improvements in shadow and reflection rendering, Q2VKPT is the first project to implement an efficient unified solution for all types of light transport: direct, scattered, and reflected light. This kind of unification has led to a dramatic increase in both flexibility and productivity in the movie industry. The chance to have the same development in games promises a similar increase in visual fidelity and realism for game graphics in the coming years.

This project is meant to serve as a proof-of-concept for computer graphics research and the game industry alike, and to give enthusiasts a glimpse into the potential future of game graphics. Besides the use of hardware-accelerated raytracing, Q2VKPT mainly gains its efficiency from an adaptive image filtering technique that intelligently tracks changes in the scene illumination to re-use as much information as possible from previous computations.

Welcome to Q2VKPT, a Quake II engine with real-time path tracing.  This client
implements fully dynamic illumination without precomputation supporting area
light sources, reflections, soft shadows, and indirect illumination. This
client is a port of our real-time path tracer vkpt and is based on the Quake II
engine Q2PRO.

This client requires a high-end GPU supporting the Vulkan extension

- Q2VKPT homepage
- github repository
- Video: Q2VKPT - Quake 2 real-time path tracing using RTX

Q2VKPT - Quake2 Vulkan Path Tracer

Q2VKPT - Quake2 Vulkan Path Tracer

3D-Tech News Around The Web / On C++ and Object Oriented Programming
« on: January 18, 2019, 02:26:59 PM »
Much has been written lately about C++, the direction the language is taking and how most of what gets called “modern C++” is just a no-go zone for game developers.

Although I fully agree with the sentiment, I tend to look at C++ evolution as the effect of a pervasive set of ideas that dominate the minds of most developers. In this post I’ll try to put some of my thoughts on these ideas in order and, hopefully, something coherent will come up.


3D-Tech News Around The Web / Is C++ fast?
« on: January 18, 2019, 02:02:10 PM »
A library that I work on often these days, meshoptimizer, has changed over time to use fewer and fewer C++ library features, up until the current state where the code closely resembles C even though it uses some C++ features. There have been many reasons behind the changes - dropping C++11 requirement allowed me to make sure anybody can compile the library on any platform, removing std::vector substantially improved performance of unoptimized builds, removing algorithm includes sped up compilation. However, I’ve never quite taken the leap all the way to C with this codebase. Today we’ll explore the gamut of possible C++ implementations for one specific algorithm, mesh simplifier, henceforth known as simplifier.cpp, and see if going all the way to C is worthwhile.


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