Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - JeGX

Pages: 1 ... 50 51 [52] 53 54 55
1021
Link: http://arstechnica.com/hardware/news/2009/08/holographic-gpu-renders-at-near-real-time-speeds.ars

Quote
Researchers develop specialized hardware to render holographic projections at near real-time speeds. The framerate leaves a bit to be desired, however, so don't throw your 3D glasses away just yet.

1022
3D-Tech News Around The Web / OpenCL Tutorial - Introduction to OpenCL
« on: August 26, 2009, 01:58:37 PM »
Link: http://www.macresearch.org/opencl_episode1

Quote
With the launch of Snow Leopard this Friday, now is the time to start getting revved up for some of the new technologies coming with this release. One of them, OpenCL, is near and dear to my heart. And this tutorial series will hopefully help getting many of you acquainted with the technology and what it can do. Instead of doing text tutorials, I've decided to present these as video tutorials.

1023
3D-Tech News Around The Web / Intel Media Software Development Kit (SDK)
« on: August 20, 2009, 09:04:36 AM »
Link: http://software.intel.com/en-us/articles/enabling-high-performance-video-encoding-decoding-and-preprocessing/

The version 1.0 release of the Intel® Media Software Development Kit (SDK) equips developers with a standard application programming interface (API) for creating video solutions that target consumer and professional uses. Broadly spanning Intel hardware platforms, the Intel Media SDK can also be extended to support thirdparty hardware through custom dynamic link libraries (DLLs).

The Intel Media SDK is available as a free download to members of the Visual Adrenaline Developer’s Program. There is no cost to join; a simple sign-up process will get you started and provide access to the Intel Media SDK.

1024
3D-Tech News Around The Web / Gigabyte GTS 250 1GB vs 9600GT 512MB
« on: August 20, 2009, 08:41:38 AM »
Link: http://www.pcper.com/article.php?aid=758

Mid-range GPU comparison: Gigabyte GTS 250 1GB and 9600GT 512MB Graphics Cards.

Quote
Gigabyte adds two more graphics offerings to saturated mid-range video card market.

The GTS 250 is the successor to the highly-capable 9800 GTX+ and Gigabyte's version of the GTS 250 sports 1GB of GDDR3 memory as well as a custom low-profile GPU cooler made by Zalman. Gigabyte claims this GPU heatsink will help users see overclocking gains between 10 and 30 percent.

The 9600GT also sports quite a few impressive features this price point that include support for DirectX 10, Shader Model 4.0, OpenGL 2.0 and NVIDIA's PureVideoHD technologies. The card's core clock runs at 650MHz, relieving your CPU of pixel crunching duty.

1025
Link: http://www.legionhardware.com/document.php?id=852&p=0

Quote
Today we are taking a quick look at the multiplayer performance using various high-end graphics cards in the new Wolfenstein game. This is the sequel to Return to Castle Wolfenstein, which has been built using the id Tech 4 engine, a heavily modified version we might add…

1026
Link: http://www.xbitlabs.com/articles/video/display/catalyst-9-8.html

Quote
The results of my test session suggest that AMD/ATI programmers have done a good job to optimize the graphics card driver for the new OS (and not only for it because Windows Vista and Windows 7 share the same Catalyst driver pack). The Radeon HD 4890 and Radeon HD 4870 X2 perform faster with the newer driver than with Catalyst 9.7 in Tom Clancy's H.A.W.X., Far Cry 2, and Company of Heroes: Tales of Valor. A smaller performance growth could also be observed in Cryostasis: Sleep of Reason, Lost Planet: Colonies, and S.T.A.L.K.E.R.: Clear Sky. In the other games and benchmarks the two versions of the driver are equal to one another. The new version does not provoke a performance hit in any game, except for a minor reduction of speed in Stormrise. I noticed no image defects with the new version of the driver during my tests, so Catalyst 9.8 is undoubtedly a step forward and I recommend it for installation and use under Windows 7 and Vista.

1027
Link: http://www.ddj.com/windows/219400636

Quote
Silverlight 3 doesn't offer native support for loading and rendering 3D models. However, Balder offers a very complete managed 3D engine for Silverlight 3. It achieved the necessary frame rate taking advantage of Silverlight's threading capabilities.

1028
Link: http://www.gamedev.net/reference/programming/features/cellTxt/

Quote
Creating procedural textures is mostly done by taking some basic shapes or patterns, and manipulating them. Manipulations can be colour inversion, blending or adding to textures, and so on. Basic shapes are things like circles, rectangles, plasma noise, or cellular patterns / textures.

In this article I am going to explain how to generate these cellular textures.

1029
Link: http://www.xbitlabs.com/news/video/display/20090813235412_Tim_Sweeney_GPGPU_Software_Uneconomical_to_Develop_GPUs_Set_to_Disappear.html

Quote
Tim Sweeney, chief executive officer of Epic Games, said during his keynote at High Performance Graphics 2009 conference earlier this month that it is dramatically more expensive to develop software that relies on general purpose computing on graphics processing units (GPGPU) than to create a program that utilizes central processing units. He also re-iterated his earlier claims that the days of GPUs are counted.

According to Mr. Sweeney, if the cost (time, money, pain) to develop an efficient single-threaded algorithm for central processing unit is X, then it will cost two times more to develop a multithreaded version costs, three times more to develop Cell/PlayStation 3 version and ten times more to create a current GPGPU version. Meanwhile, considering the game budgets, over two times higher expenses are uneconomical for the majority of software companies.

1030
3D-Tech News Around The Web / Volumetric Billboards
« on: August 14, 2009, 12:11:01 PM »
Link: http://www.antisphere.com/Research/VolumetricBillboards.php

Quote
The Volumetric Billboards representation extends the classic billboards representation used to render complex 3D objects in real-time. It uses volumetric images of an object stored into 3D textures, instead of 2D images as for classic billboards. Combined with a dedicated real-time rendering algorithm based on GPU geometry shader, volumetric billboards offer full parallax effect of the objects from any viewing direction without popping artifact, along with improved anti-aliasing of distant objects. The objects can have transparency and can be arbitrarily distributed in a 3D scene. The algorithm correctly handles transparency between the multiple and possibly overlapping objects. Furthermore, volumetric billboards can be easily integrated into common rasterization-based renderers, which allows for their concurrent use with polygonal models and standard rendering techniques such as shadow-mapping.

1031
Link: http://www.blender3darchitect.com/2009/08/showcase-of-real-time-render-engines-at-siggraph-2009/

Quote
The Siggraph of this year showed how strong the real time render technologies will come to the workflow of all 3d artists in a short time. Almost all tools are based on GPU power to render scenes in real time, which will demand even more from the video cards of your computers. One of the things that caught my attention from all presentations is that almost all companies showed their render engines using some sort of architectural visualization scene.

1032
3D-Tech News Around The Web / Demoscene: Iñigo Quilez aka iq. Interview
« on: August 11, 2009, 09:18:13 AM »
Link: http://datunnel.blogspot.com/2009/08/interview-3-iq.html

Quote
According to this interview, it seems anyone can do a 4k after all...

1033
Link: http://www.pcper.com/article.php?aid=745

Quote
It's a bit late to the party, but can ATI Stream bring the heat against a refined CUDA technology?

1034
3D-Tech News Around The Web / 3D Holograms that can be touched
« on: August 10, 2009, 12:47:10 PM »
Link: http://www.fudzilla.com/content/view/14996/38/

Quote
Boffins at the University of Tokyo have developed 3D holograms that can be touched with bare hands Dubbed the Airborne Ultrasound Tactile Display, the hologram projector uses an ultrasound quirk called acoustic radiation pressure to create a pressure sensation on a user's hands. This information is tracked with two Nintendo Wiimotes. It means that the user doesn't use any direct contact and so doesn't dilute the quality of the hologram.

1036
3D-Tech News Around The Web / Microsoft Accelerator v1.1
« on: August 10, 2009, 10:04:49 AM »
Link: http://research.microsoft.com/en-us/projects/Accelerator/

Quote
Microsoft Accelerator v1.1 is a high-level data parallel library which uses a DirectX 9 graphics processor (GPU) to accelerate code execution. It is designed to allow easy development of array-processing operations such as those which frequently arise in domains like image processing and scientific computing.

1037
3D-Tech News Around The Web / Apps that exploit graphics cards
« on: August 10, 2009, 10:04:19 AM »
Link: http://www.theinquirer.net/inquirer/review/1496578/apps-exploit-graphics-cards

Quote
EVER FELT LIKE your graphics card was twiddling its digital thumbs while you're not gaming? Here, we'll be looking at a new breed of applications that exploit the untapped processing power of your graphics card to accelerate a variety of non-gaming tasks.

1038
Link: http://www.ddj.com/development-tools/219000150

Quote
Intel has announced Threading Building Blocks 2.2 (TBB), a high-level C++ library that abstracts threads to tasks to create portable and scalable parallel applications. Version 2.2 is available in both the commercial and open source releases. These are built from identical sources -- the only real difference is the license and support offerings.

Intel TBB's pipeline can now perform DirectX, OpenGL, and I/O parallelization by using the new thread_bound_filter feature. There are certain types of operations that require that they are used from the same thread every time and by using a filter bound to a thread, you can guarantee that the final stage of the pipeline will always use the same thread.

1039
Link: http://techreport.com/articles.x/17321

Quote
We recently had the opportunity to speak with Neil Trevett, who fills positions as both the Khronos Group's President and Nvidia's VP of Embedded Content. Consumers might not hear the Khronos name too often, but the organization is responsible for setting and updating a number of key standards: among them OpenGL, OpenGL ES, and most recently, OpenCL.

1040
Link: http://www.tcmagazine.com/comments.php?id=28525

Quote
Unlike Nvidia, which has yesterday released its first OpenGL 3.2 drivers, AMD is taking its time with support for the API while claiming it is still very committed to providing drivers compliant with the latest OpenGL versions. AMD is not yet tackling OGL 3.2 but is promising to have a Catalyst driver providing OpenGL 3.1 support for its ATI FirePro cards on August 12.

Pages: 1 ... 50 51 [52] 53 54 55