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Topics - JeGX

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Dynamic Diffuse Global Illumination (DDGI) is a technique for computing diffuse lighting with ray tracing to create changing, realistic rendering for games. It allows developers to extend their existing light probe tools, knowledge, and experience with ray tracing to eliminate bake times and avoid light leaking.

Hardware-accelerated programmable ray tracing is now accessable through DXR, VulkanRT, OptiX, Unreal Engine, and Unity. This enables many ways to compute global illumination. DDGI is a new strategy for lighting that expands developers' options.

Part 2
This is a simplified introduction to the core concepts of global illumination for real-time application developers. The focus is on introducing the terms needed to understand Dynamic Diffuse Global Illumination.

- Part 1: Dynamic Diffuse Global Illumination
- Part 2: Global Illumination

Dynamic Diffuse Global Illumination (DDGI)

LunarG has released a new white paper, written for experienced Vulkan developers, that describes the history and evolution of the canonical validation layers, and the recent creation of a single, unified validation layer, called the Khronos Validation layer (VK_LAYER_KHRONOS_validation). This new layer was released with Vulkan SDK and is now the main, comprehensive validation layer.


3D-Tech News Around The Web / A tour of Granite’s Vulkan renderer
« on: April 29, 2019, 03:19:30 PM »
Since January 2017, I’ve been working on my little engine project, which I call Granite. It’s on Github here. Like many others, I felt I needed to write a little engine for myself to fully learn Vulkan and I needed a test bed to implement various graphics techniques. I’ve been steadily working on it since then and used it as the backbone for many side-projects, but I think for others its value right now is for teaching Vulkan concepts by example.

- Granite @ github

- Part 1 - Introduction
- Part 2 - The life and death of objects
- Part 3 - Shaders and descriptor sets
- Part 4 - Optimizing for scratch data allocation
- Part 5 - Render passes and synchronization

3D-Tech News Around The Web / RenderDoc 1.3 released
« on: April 29, 2019, 02:57:23 PM »
RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, Android, Stadia, and Nintendo Switch™. It is completely open-source under the MIT license.

Complete list of all changes in version 1.3 is available here:

- homepage
- documentation

RenderDoc logo

3D-Tech News Around The Web / GPU-Z 2.19 released
« on: April 29, 2019, 02:43:50 PM »
-    Added support for AMD Ryzen 3000 Picasso APUs
-    Added support for NVIDIA GeForce GTX 1650, GTX 1650 Mobile, GTX 1660 Ti Mobile,  GeForce MX250, TU117-B
-    Added GeForce MX230 and GP108 transistor count
-    AMD Radeon Pro graphics cards now show the appropriate logo
-    Improved EVGA iCX to work better and more reliably detect sensor capabilities
-    Added support to detect DirectX Raytracing, Variable Rate Shading, WDDM 2.6 and Shader Model 6.5 (listed in Advanced panel)
-    Advanced Panel now lists new DX12 capabilities introduced in Windows 10 Updates  October 2018 and May 2019
-    Advanced Panel can now detect Tiled Resources Tier 4
-    "ASIC Quality" in Advanced Panel will only be displayed when available, since the feature probably won't be coming back for new GPUs
-    Reduced startup time on system with AMD PowerXpress
-    Added new icons for the ASUS ROG version and fixed white line below window title
-    Fixed crash when no cards detected and hovering over driver info
-    Fixed crash on startup on Windows XP machines
-    NVIDIA Tesla K80 is GK210, not GK110

- latest GPU-Z @ Geeks3D
- latest GPU-Z @ TPU

GPU-Z 2.19.0 + GeForce RTX 2070

3D-Tech News Around The Web / AMD Navi thread
« on: April 29, 2019, 02:11:18 PM »
Navi based graphics cards should be unveiled during the Computex 2019, next June.

The PCB has two 8-pin power connectors (the board will be able to draw up to 375W). The GPU is surrounded by 8 memory modules (GDDR6).

This is likely the PCB of Navi 10 (gfx1010).






GeeXLab - english forum / (Demo) 2D wave
« on: April 26, 2019, 04:37:56 PM »
A small demo that draws a cool 2D wave.


- GeeXLab

2D wave demo - GeeXLab

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:

GeeXLab - simple electrical arc in GLSL

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):

Python programming language

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.

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

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

NVIDIA Nsight Systems 2019.3 + Vulkan profiling

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.


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:

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.

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:

    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.

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

3D-Tech News Around The Web / Reflections Demo Released (RTX + DXR)
« on: April 11, 2019, 06:00:09 PM »
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.

- 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:

More information:

Youtube video:
- Reflections Real-Time Ray Tracing Demo

Reflections Demo (RTX + DXR)

3D-Tech News Around The Web / Justice RTX Tech Demo Released
« on: April 11, 2019, 05:43:43 PM »
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:

More information:

Youtube Video:
- Justice – CES 2019 RTX Tech Demo

Justice RTX Tech Demo

Justice RTX Tech Demo

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.

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:

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

Atomic Heart RTX Demo

New features and changes:
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]

- 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

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.


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

unreal engine 4.22 realtime raytracing

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