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Topics - JeGX

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1
GeeXLab - english forum / (Demo) Simple electrical arc
« on: April 25, 2019, 04:11:31 PM »
How to create a kind of electrical arc with a noise texture and a simple pixel shader:

https://www.geeks3d.com/hacklab/20190425/demo-electrical-arc-glsl/


GeeXLab - simple electrical arc in GLSL

2
GeeXLab - english forum / How to avoid .pyc files in Python
« on: April 24, 2019, 05:18:54 PM »
Here is a short article that explains how to avoid .pyc files (Python bytecode):

https://www.geeks3d.com/hacklab/20190424/python-how-to-avoid-pyc-files/

Python programming language

3
NVIDIA Nsight Systems is a system-wide performance analysis tool designed to visualize an application’s algorithm, help you select the largest opportunities to optimize, and tune to scale efficiently across any quantity of CPUs and GPUs in your computer; from laptops to DGX servers.

Quote
Nsight Systems release 2019.3 adds Vulkan support for Microsoft Windows and Linux operating systems. The tool can capture information about the profiled process usage of Vulkan, including Vulkan API function execution time, corresponding GPU workloads, debug util labels, and frame durations. Both Windows x64 and Linux operating systems support Vulkan profiling.

2019.3 Release Highlights
- Vulkan & VKRay API & GPU trace
- Frame health indicator for stutter analysis
- Extended set of Direct3D12 functions traces
- Exporters for SQLite & JSON (beta)
- Windows Symbols Server support
- Windows SSH remote profiling
- Windows GPU memory utilizationT

Links:
- NVIDIA Nsight Systems Adds Vulkan Support @ NVIDIA blog
- NVIDIA Nsight Systems hompage
- Nsight Systems Downloads


NVIDIA Nsight Systems 2019.3 + Vulkan profiling


4
Quote
The focus of this document and the provided code is to showcase a basic integration of ray tracing within an existing Vulkan sample, using the VK_NV_ray_tracing extension. Note that for educational purposes all the code is contained in a very small set of files. A real integration would require additional levels of abstraction.

Link: https://developer.nvidia.com/rtx/raytracing/vkray

5
Quote
Machine learning harnesses computing power to solve a variety of ‘hard’ problems that seemed impossible to program using traditional languages and techniques. Machine learning avoids the need for a programmer to explicitly program the steps in solving a complex pattern-matching problem such as understanding speech or recognizing objects within an image. NVIDIA aims to bring machine learning to Vulkan programmers though the Cooperative Matrix vendor extension.

Machine learning-based applications train a network of simulated neurons, a neural network, by feeding it a large number of examples and then giving feedback on the generated responses until the network achieves a desired task. This is similar to teaching a human baby to recognize words and pictures through reading them picture books! 

Once trained, the network can be deployed in an application, fed real-world data and generating or inferencing useful responses in real-time. The amount of compute power needed to run a trained neural network in real-time is intense and parallelizable. This is why the compute power of GPUs substantially accelerate inferencing on many platforms that have a GPU available, from mobile phones to supercomputers.

These applications often call into a software inferencing engine highly-optimized to run the necessary inferencing calculations through the GPU as quickly as possible, such as NVIDIA’s TensorRT. The latest generations of GPUs, such as those based on NVIDIA’s Turing and Volta architectures, even have dedicated processing blocks to run those inferencing operations significantly faster than using the traditional processors found in previous GPUs. 

Complete article: https://devblogs.nvidia.com/machine-learning-acceleration-vulkan-cooperative-matrices/

6
3D-Tech News Around The Web / VSCodium: VSCode clone without tracking
« on: April 15, 2019, 04:17:51 PM »
VSCodium is a clone of VSCode without Microsoft branding / telemetry / licensing.  VSCodium is based on the same source code than VSCode but some flags are set to false during compilation to disable some features like telemetry.

Quote
VSCodium is a lightweight but powerful source code editor which runs on your desktop and is available for Windows, macOS and Linux. It comes with built-in support for JavaScript, TypeScript and Node.js and has a rich ecosystem of extensions for other languages (such as C++, C#, Java, Python, PHP, Go) and runtimes (such as .NET and Unity).


Why does VSCodium exist?

VSCode is a powerful advanced text editor developed by Microsoft using the Electronjs framework.

VSCode is a Free and Open Source software released under the MIT license, but it is only available as source code from its official Github repository

Microsoft then distributes its own ready to use binaries called Visual Studio Code on the official project website.

Even if the source code of VSCode is released under a Free and Open Source license, Microsoft’s downloads of Visual Studio Code are licensed under this not-FLOSS license and contain telemetry/tracking. According to this comment from a Visual Studio Code maintainer:

Quote
    When we [Microsoft] build Visual Studio Code, we do exactly this. We clone the vscode repository, we lay down a customized product.json that has Microsoft specific functionality (telemetry, gallery, logo, etc.), and then produce a build that we release under our license.

    When you clone and build from the vscode repo, none of these endpoints are configured in the default product.json. Therefore, you generate a “clean” build, without the Microsoft customizations, which is by default licensed under the MIT license


The VSCodium project exists so that you don’t have to download+build from source. This project includes special build scripts that clone Microsoft’s vscode repo, run the build commands, and upload the resulting binaries for you to GitHub releases. These binaries are licensed under the MIT license. Telemetry is enabled by a build flag which we do not pass.

Links:
- Download latest VSCodium @ Geeks3D
- VSCodium homepage
- VSCodium @ github

8
3D-Tech News Around The Web / Reflections Demo Released (RTX + DXR)
« on: April 11, 2019, 06:00:09 PM »
Quote
Peek into the future of real-time computer graphics with “Reflections,”  the first demonstration of real-time raytracing in Unreal Engine 4 using Microsoft’s new DXR framework and NVIDIA RTX technology. The Reflections demo illustrates the next-gen experimental lighting and rendering techniques in Unreal Engine, developed in collaboration with NVIDIA and ILMxLAB.

Requirements:
- OS: Windows 10 1809 (Windows 10 October 2018 Update)
- NVIDIA GPU with DXR support
- NVIDIA Driver 416.25 or newer (GTX 10-series and GTX 16-series requires 425.26 or newer)


This 1.3GB demo can be downloaded from this link: Reflections_Demo.zip

More information:
- https://www.nvidia.com/en-us/geforce/news/atomic-heart-justice-reflections-nvidia-rtx-tech-demo-downloads/

Youtube video:
- Reflections Real-Time Ray Tracing Demo

Reflections Demo (RTX + DXR)


9
3D-Tech News Around The Web / Justice RTX Tech Demo Released
« on: April 11, 2019, 05:43:43 PM »
Quote
Justice is one of China’s most popular MMOs, and now you can download a tech demo that demonstrates how NVIDIA RTX Ray-Traced Reflections, Shadows, and Caustics can enhance to the game’s graphics, and how NVIDIA DLSS accelerates performance.

Download link:
- Justice_RTX_Demo.zip

More information:
- https://www.nvidia.com/en-us/geforce/news/atomic-heart-justice-reflections-nvidia-rtx-tech-demo-downloads/

Youtube Video:
- Justice – CES 2019 RTX Tech Demo


Justice RTX Tech Demo

Justice RTX Tech Demo


10
3D-Tech News Around The Web / Atomic Heart RTX Demo Released
« on: April 11, 2019, 05:35:47 PM »
The Atomic Heart RTX tech-demo showcases DirectX Raytracing reflections and shadows, as well as NVIDIA DLSS. This demo is based on Unreal Engine.

Quote
Atomic Heart is a visually-arresting Unreal Engine 4-powered action game, in development at Mundfish, blending USSR-era design with robotics, creepy mannequins, and a whole load of weirdness.

This is all enhanced by advanced NVIDIA RTX Ray-Traced, Reflections and Shadows, all running at high-fidelity and accelerated with NVIDIA DLSS, creating effects and scenes that were previously impossible to render.


Ray traced reflections in Atomic Heart adds realistic effects to its shiny labs, water, and many other game elements. The implementation of ray traced shadows enables the casting of more accurate and complex shadows that are rendered based on the properties of the scene. These realistic lighting effects bring you a deeper immersion into the alternate universe of Atomic Heart.

The 4GB demo can be downloaded from this direct link or by visiting the following page: ATOMIC HEART RTX TECH DEMO.

More info:
- https://www.nvidia.com/en-us/geforce/news/atomic-heart-justice-reflections-nvidia-rtx-tech-demo-downloads/

Video on Youtube:
- Atomic Heart RTX Trailer NVIDIA 4k


Atomic Heart RTX Demo

11
New features and changes:
Quote
Game Ready
- Provides the optimal gaming experience for Anno 1800

Gaming Technology
- Includes support for DirectX Raytracing (DXR) on GeForce GTX 1060 6GB (and higher) and GeForce GTX 1660 (and higher) GPUs.


Fixed Issues
- [SLI][Adobe]: With SLI enabled, artifacts may appear in Adobe applications. [2533911]
- [ARK Survival Evolved]: Fixed random crashes on GeForce RTX 20 series GPUs. [2453173]
- [Tom Clancy’s Ghost Recon Wildlands]: The game crashes when accessing the inventory menu. [2404783]
- [The Witcher 3]: Blue-screen crash occurs randomly with Bad Pool error during gameplay. [2449346]
- [The Evil Within 2]: Artifacts appear when Texture Filtering is set to High Quality in the NVIDIA Control Panel. [2526817]
- [Fabfilter plugins]: Applications crash when using the Fabfilter plugin. [2532725]
- [ASUS ROG Strix GL702VS notebooks]: Fixed corrupted graphics in games on ASUS ROG Strix GL702VS notebooks. [2535373]
- [Titan X][GTA V][Stereo]: With Stereo enabled, OUT of Memory message appears when launching the application. [200317778]


Downloads
- GeForce 425.31 @ Geeks3D
- 425.31 win10 64-bit @ NVIDIA
- 425.31 win7 64-bit @ NVIDIA



GRD 425.31 exposes  OpenGL 4.6 (419 extensions) and Vulkan 1.1.95 for a GeForce RTX 2080, like previous drivers.

GPU Caps Viewer + RTX 2080

12
Quote
In the next update to Windows, codenamed 19H1, the DirectX12 debug layer adds support for GPU-based validation (GBV) of shader model 6.x (DXIL) as well as the previously supported shader model 5.x (DXBC).

GBV is a GPU timeline validation that modifies and injects validation instructions directly into application shaders. It can provide more detailed validation than is possible using CPU validation alone. In previous Windows releases, GBV modified DXBC shaders to provide validations such as resource state tracking, out-of-bound buffer accesses, uninitialized resource and descriptor bindings, and resource promotion/decay validation. With the 19H1 release, the debug layer provides all these validations for DXIL based shaders as well.

This support is available today in the latest 19H1 builds accessible through the Windows Insider Program.

Link:
- https://devblogs.microsoft.com/directx/gbv-for-shader-model-6-x/

13
3D-Tech News Around The Web / Unreal Engine 4.22 released
« on: April 03, 2019, 04:54:27 PM »
Quote
What's new:

- New: Real-Time Ray Tracing and Path Tracing (Early Access)
  With this release, we're excited to announce early access support for Ray Tracing and Path Tracing using Windows 10 RS5
  update that takes full advantage of the DirectX 12 and DirectX Raytracing (DXR) with NVIDIA RTX series cards.

- New: High-Level Rendering Refactor
  In this release, we have completely rewritten mesh drawing in Unreal Engine to have better drawing performance and
  support for Real-Time Ray Tracing. In the future, we'll continue to move additional rendering work to the GPU.

- New: C++ Iteration Time Improvements
  We've licensed Molecular Matters' Live++ for all developers to use on their Unreal Engine projects, and we've integrated it
  as the new Live Coding feature. With Live coding, you can make C++ code changes in your development environment
  and compile and patch it into a running editor or standalone game within seconds.

- New: HoloLens Remote Streaming Support

- New: Support for long filenames (Experimental)

- New: Skeletal Mesh LOD Reduction

- New: Per Platform Properties Improvements

- New: Visual Studio 2019 Support

- New: Material Analyzer

...


Complete release notes are available here:
- https://www.unrealengine.com/en-US/blog/unreal-engine-4-22-released

unreal engine 4.22 realtime raytracing

14
Quote
Since version 7.6.5 of Notepad++, the distributive packages are signed with digital signature by using GnuPG (GNU Privacy Guard). This allows users to reliably validate authenticity and integrity of Notepad++ packages.

On Windows you can use native GnuPG (https://gnupg.org) which works under the command line, or use Gpg4win (https://www.gpg4win.org) which is based on GnuPG and has a nice GUI. Of course you can also use PGP Desktop, which now days is provided by Symantec. Most Linux distributions ship with GnuPG installed by default. If you don't have it then install it using package management system present in your distribution.

Release Key
Notepad++ packages and GitHub commits are signed using the Release Key, which has the following characteristics:
Signer: Notepad++
E-mail: don.h@free.fr
Key ID: 0x8D84F46E
Key fingerprint: 14BC E436 2749 B2B5 1F8C 7122 6C42 9F1D 8D84 F46E
Key type: RSA 4096/4096
Created: 2019-03-11
Expiries: 2021-03-10

Obtaining and validating Release Key
To make signature verification possible, you need to obtain a copy of our Release Key:
https://notepad-plus-plus.org/gpg/nppGpgPub.asc

Then get the key ID from here:
https://github.com/notepad-plus-plus/notepad-plus-plus/blob/master/README.md#notepad-release-key

You should compare it against other copies downloaded from keyserver to minimize the risk of obtaining the malicious key. To do this, use the key ID to find the key in one of the following key servers:
http://keys.gnupg.net
https://keyserver.ubuntu.com
https://pgp.mit.edu
https://zimmermann.mayfirst.org

Full release notes: https://notepad-plus-plus.org/news/v7.6.5-with-gpg-signatures.html

Downloads
- @ Geeks3D
- @ notepad-plus-plus.org


Changelog
Quote
Notepad++ v7.6.5 new features and bug-fixes:

0.  Security enhancement: GPG Signature is provided for Notepad++ release.
1.  Fix a long waiting issue about file auto change detection: enhance "File status Auto-Detection" to avoid switching editing tab off behaviour.
2.  Fix encoding (language) detection regressions since v7.6.
3.  Fix a regression: double-clicking on a "find all in current document" result for an unsaved doc prompts to save it.
4.  Added close all unchanged tabs command.
5.  Restore deleted "Launch in browser" customized shortcuts in EU-FOSSA bounty program by implementing them in more secure way: Add "View Current File in Browser" for Firefox, Chrome, IE & Edge.
6.  Retain read only setting state in session.
7.  Enhancement: after file reload user can still undo.
8.  Fix a bug in command "Remove Consecutive Duplicate Lines" and make it work with old Macintosh EOL.
9.  Fix UDL language marker bullet position, if UDL Name exceeds 14 characters, extend UDL names to max 64 characters.
10. Enhance external call code to avoid eventual arbitrary commands execution. (EURO-FOSSA)
11. Fix crash issue by command "On Selection->Open File" while the number of selected characters is exceed 2048. (EURO-FOSSA)
12. Fix crash issue of User Define dialog while deleting a unallocated entry. (EURO-FOSSA)
13. Fix crash issue on shortcut command while its length exceed 260. (EURO-FOSSA)
14. Add an enhancement on "Open..." command to prevent from the eventual crash. (EURO-FOSSA)
15. Fix stack Buffer Overflow in Command::extractArgs. (EURO-FOSSA)

15
3D-Tech News Around The Web / NVIDIA Image Inpainting
« on: March 25, 2019, 07:45:35 PM »
Image Inpainting lets you edit images with a smart retouching brush. Use the power of NVIDIA GPUs and deep learning algorithms to replace any portion of the image.

https://www.nvidia.com/research/inpainting/

NVIDIA Image Inpainting

16
Quote
The Taiwan-based tech giant ASUS is believed to have pushed the malware to hundreds of thousands of customers through its trusted automatic software update tool after attackers compromised the company’s server and used it to push the malware to machines.

Link:
- https://motherboard.vice.com/en_us/article/pan9wn/hackers-hijacked-asus-software-updates-to-install-backdoors-on-thousands-of-computers


Quote
CCleaner hack was one of the largest supply chain attacks that infected more than 2.3 million users with a backdoored version of the software in September 2017.

Security researchers today revealed another massive supply chain attack that compromised over 1 million computers manufactured by Taiwan-based tech giant ASUS.

A group of state-sponsored hackers last year managed to hijack ASUS Live automatic software update server between June and November 2018 and pushed malicious updates to install backdoors on over one million Windows computers worldwide.

According to cybersecurity researchers from Russian firm Kaspersky Lab, who discovered the attack and dubbed it Operation ShadowHammer, Asus was informed about the ongoing supply chain attack on Jan 31, 2019.

Link:
- https://thehackernews.com/2019/03/asus-computer-hacking.html

17
3D-Tech News Around The Web / Variable Rate Shading in Direct3D 12
« on: March 25, 2019, 07:13:55 PM »
Quote
This document describes Direct3D 12 exposure of graphics hardware functionality.

Due to performance constraints, graphics renderers cannot always afford to deliver the same quality level on every part of their output image. Variable rate shading, or coarse pixel shading, is a mechanism to enable allocation of rendering performance/power at varying rates across the rendered image.

Visually, there are cases where shading rate can be reduced with little or no reduction in perceptible output quality, leading to “free” performance.

Link: https://github.com/Microsoft/DirectX-Graphics-Samples/blob/develop/Samples/Desktop/D3D12VariableRateShading/spec/VariableRateShading.md

18
Geeks3D's GPU Tools / GPU Caps Viewer 1.42.0 released
« on: March 22, 2019, 06:50:16 PM »
GPU Caps Viewer 1.42.0.0 has been released.

Release notes and download links:
https://www.geeks3d.com/20190322/gpu-caps-viewer-1-42-0-released/

Quote
Version 1.42.0.0 - 2019.03.22
+ added alpha version of GPU temperature and core usage reading
  on Radeon VII (Vega20 / Vega12 GPUs) - Not tested.
+ added support of AMD Radeon VII.
+ added support of NVIDIA GeForce GTX 1660 Ti and
  GeForce GTX 1660.
+ added support of Intel UHD 630 (0x3e98).
! updated Vulkan Tessellation v2 demo (improved GPU utilization and
  recompilation of GLSL shaders to SPIRV).
* fixed a bug in the pixel shader of the Vulkan Seascape
  demo that caused visual artifacts on Intel GPUs.
* fixed saving of bench_result.csv used for for OpenGL and
  OpenCL demos (see HERE).
! updated with latest GeeXLab SDK libs.
! updated: GPU Shark 0.13.0.0
! updated: ZoomGPU 1.23.0 (GPU monitoring library).

GPU Caps Viewer + GeForce GTX 1080

19
Geeks3D's GPU Tools / GPU Sharl 0.13.0.0 released
« on: March 22, 2019, 06:42:57 PM »
A new update of GPU Shark is available.

Download and release notes:
https://www.geeks3d.com/20190322/gpu-shark-0-13-0-0-released/


GPU Shark

20
3D-Tech News Around The Web / NVIDIA PhysX SDK 4.1 released
« on: March 21, 2019, 04:10:30 PM »
Release Notes - NVIDIA® PhysX® SDK 4.1.0

Overview

    Immediate mode support for reduced-coordinates articulations and the temporal Gauss Seidel solver.
    GPU acceleration for reduced-coordinates articulations.

General

    Added:
        Added support for UWP, note that cmake 3.13.4 is required for uwp arm64.
    Fixed:
        PhysXGpu DLLs are now standalone, so they will now work with both static and dynamic PhysX libraries.
        PhysX delay loading code is disabled for the static library configuration.
    Changed:
        Removed PxGpuDispatcher class. Instead of querying the GPU dispatcher with PxCudaContextManager::getGpuDispatcher() and providing it to the PxScene with PxSceneDesc::gpuDispatcher, please provide the CUDA context manager directly using PxSceneDesc::cudaContextManager.
        PxCreateCudaContextManager does have an additional parameter PxProfilerCallback, that is required in order to get profiling events from the GPU dll.
        FastXml project is now compiled as OBJECT on win platforms and is linked into PhysXExtensions library.
        Removed PxArticulationBase::getType(), PxArticulationBase::eReducedCoordinate, PxArticulationBase::eMaximumCoordinate and added PxConcreteType::eARTICULATION_REDUCED_COORDINATE, PxConcreteType::eARTICULATION_JOINT_REDUCED_COORDINATE.


Rigid Bodies

    Added:
        Immediate mode API for reduced-coordinates articulations.
        Immediate mode API for the temporal Gauss Seidel (TGS) solver .
        Compute dense Jacobian matrix for the reduced-coordinates articulations.
        GPU acceleration for reduced-coordinates articulations with PGS solver.
        GPU acceleration for reduced-coordinates articulations with TGS solver (experimental).
    Changed:
        PxSimulationStatistics::nbDynamicBodies does not include kinematics any longer. Instead they are covered in new nbKinematicBodies counter.
    Fixed:
        Fixed speculative CCD optimization with sleeping bodies.
        Fixed the overlap termination condition in the GJK code for sphere primitive.
        Fixed a bug in the face selection algorithm for paper thin box overlapped with capsule.
        Fixed a contact recycling issue with PCM contact gen.
        Fixed an issue with articulation when removing and adding links to the articulation.


Serialization

    Added:
        PxSerialization::serializeCollectionToBinaryDeterministic, convenience function to post-process binary output with PxBinaryConverter for determinism. For achieving determinism, the checked build needs to be used.
        Support for binary and xml serialization for PxArticulationReducedCoordinate.
    Fixed:
        PxBinaryConverter can now produce deterministic output, independent of the runtime environment the objects have been serialized in. For achieving determinism, the checked build needs to be used for serializing collections.
    Changed:
        PX_BINARY_SERIAL_VERSION has been changed to a global unique identifier string. PX_PHYSICS_VERSION is no longer part of binary data versioning.


Link:
- https://github.com/NVIDIAGameWorks/PhysX/

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